early-access version 1617
This commit is contained in:
573
externals/SDL/test/testgamecontroller.c
vendored
573
externals/SDL/test/testgamecontroller.c
vendored
@@ -24,47 +24,187 @@
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#ifndef SDL_JOYSTICK_DISABLED
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 480
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#define SCREEN_HEIGHT 320
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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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/* This is indexed by SDL_GameControllerButton. */
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static const struct { int x; int y; } button_positions[] = {
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{387, 167}, /* A */
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{431, 132}, /* B */
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{342, 132}, /* X */
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{389, 101}, /* Y */
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{174, 132}, /* BACK */
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{233, 132}, /* GUIDE */
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{289, 132}, /* START */
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{75, 154}, /* LEFTSTICK */
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{305, 230}, /* RIGHTSTICK */
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{77, 40}, /* LEFTSHOULDER */
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{396, 36}, /* RIGHTSHOULDER */
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{154, 188}, /* DPAD_UP */
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{154, 249}, /* DPAD_DOWN */
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{116, 217}, /* DPAD_LEFT */
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{186, 217}, /* DPAD_RIGHT */
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{387, 167}, /* SDL_CONTROLLER_BUTTON_A */
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{431, 132}, /* SDL_CONTROLLER_BUTTON_B */
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{342, 132}, /* SDL_CONTROLLER_BUTTON_X */
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{389, 101}, /* SDL_CONTROLLER_BUTTON_Y */
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{174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */
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{232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{289, 132}, /* SDL_CONTROLLER_BUTTON_START */
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{75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */
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{132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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{330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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{132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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{330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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};
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/* This is indexed by SDL_GameControllerAxis. */
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static const struct { int x; int y; double angle; } axis_positions[] = {
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{74, 153, 270.0}, /* LEFTX */
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{74, 153, 0.0}, /* LEFTY */
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{74, 153, 0.0}, /* LEFTY */
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{306, 231, 270.0}, /* RIGHTX */
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{306, 231, 0.0}, /* RIGHTY */
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{91, -20, 0.0}, /* TRIGGERLEFT */
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{375, -20, 0.0}, /* TRIGGERRIGHT */
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{306, 231, 0.0}, /* RIGHTY */
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{91, -20, 0.0}, /* TRIGGERLEFT */
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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_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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SDL_GameControllerClose(gamecontrollers[i]);
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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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@@ -94,27 +234,74 @@ 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 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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const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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if (axis > half_axis) {
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return (Uint16)(axis - half_axis) * 4;
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} else {
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return 0;
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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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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_bool showing_front = SDL_TRUE;
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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) 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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DelController(event.cdevice.which);
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break;
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case SDL_CONTROLLERTOUCHPADDOWN:
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case SDL_CONTROLLERTOUCHPADMOTION:
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case SDL_CONTROLLERTOUCHPADUP:
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SDL_Log("Controller touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
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event.ctouchpad.touchpad,
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event.ctouchpad.finger,
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(event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
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(event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
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"moved to")),
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event.ctouchpad.x,
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event.ctouchpad.y,
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event.ctouchpad.pressure);
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break;
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case SDL_CONTROLLERSENSORUPDATE:
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SDL_Log("Controller sensor %s: %.2f, %.2f, %.2f\n",
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event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
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event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
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event.csensor.data[0],
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event.csensor.data[1],
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event.csensor.data[2]);
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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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case SDL_KEYDOWN:
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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@@ -128,42 +315,99 @@ 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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/* Show the back of the controller if the paddles are being held */
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for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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showing_front = SDL_FALSE;
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break;
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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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}
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}
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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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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL);
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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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if (gamecontroller) {
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/* Update visual controller state */
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for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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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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if (showing_front) {
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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 LED based on left thumbstick position */
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{
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Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
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Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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if (!set_LED) {
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set_LED = (x < -8000 || x > 8000 || y > 8000);
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}
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if (set_LED) {
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Uint8 r, g, b;
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if (x < 0) {
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r = (Uint8)(((int)(~x) * 255) / 32767);
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b = 0;
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} else {
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r = 0;
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b = (Uint8)(((int)(x) * 255) / 32767);
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}
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if (y > 0) {
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g = (Uint8)(((int)(y) * 255) / 32767);
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} else {
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g = 0;
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}
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SDL_GameControllerSetLED(gamecontroller, r, g, b);
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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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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
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Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
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SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
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}
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/* Update trigger rumble based on thumbstick state */
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{
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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
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Uint16 left_rumble = ConvertAxisToRumble(~left);
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Uint16 right_rumble = ConvertAxisToRumble(~right);
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SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_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 +415,17 @@ loop(void *arg)
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||||
#endif
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||||
}
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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: ";
|
||||
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;
|
||||
int controller_count = 0;
|
||||
int controller_index = 0;
|
||||
char guid[64];
|
||||
SDL_GameController *gamecontroller;
|
||||
|
||||
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
@@ -270,7 +439,7 @@ main(int argc, char *argv[])
|
||||
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
|
||||
|
||||
/* Print information about the mappings */
|
||||
if (!argv[1]) {
|
||||
if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
|
||||
SDL_Log("Supported mappings:\n");
|
||||
for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
|
||||
char *mapping = SDL_GameControllerMappingForIndex(i);
|
||||
@@ -290,9 +459,8 @@ main(int argc, char *argv[])
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
||||
guid, sizeof (guid));
|
||||
|
||||
if ( SDL_IsGameController(i) )
|
||||
{
|
||||
nController++;
|
||||
if (SDL_IsGameController(i)) {
|
||||
controller_count++;
|
||||
name = SDL_GameControllerNameForIndex(i);
|
||||
switch (SDL_GameControllerTypeForIndex(i)) {
|
||||
case SDL_CONTROLLER_TYPE_XBOX360:
|
||||
@@ -310,10 +478,14 @@ main(int argc, char *argv[])
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
|
||||
description = "Nintendo Switch Pro Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_VIRTUAL:
|
||||
description = "Virtual Game Controller";
|
||||
break;
|
||||
default:
|
||||
description = "Game Controller";
|
||||
break;
|
||||
}
|
||||
AddController(i, SDL_FALSE);
|
||||
} else {
|
||||
name = SDL_JoystickNameForIndex(i);
|
||||
description = "Joystick";
|
||||
@@ -322,64 +494,71 @@ main(int argc, char *argv[])
|
||||
description, i, name ? name : "Unknown", guid,
|
||||
SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
|
||||
}
|
||||
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
|
||||
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/* Create a window to display controller state */
|
||||
window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
||||
SCREEN_HEIGHT, 0);
|
||||
if (window == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
||||
return 2;
|
||||
}
|
||||
|
||||
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 2;
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderClear(screen);
|
||||
SDL_RenderPresent(screen);
|
||||
|
||||
/* scale for platforms that don't give you the window size you asked for. */
|
||||
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
|
||||
background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE);
|
||||
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
|
||||
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
|
||||
|
||||
if (!background_front || !background_back || !button || !axis) {
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
return 2;
|
||||
}
|
||||
SDL_SetTextureColorMod(button, 10, 255, 21);
|
||||
SDL_SetTextureColorMod(axis, 10, 255, 21);
|
||||
|
||||
/* !!! FIXME: */
|
||||
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
|
||||
|
||||
if (argv[1] && *argv[1] != '-') {
|
||||
controller_index = SDL_atoi(argv[1]);
|
||||
}
|
||||
if (controller_index < num_controllers) {
|
||||
gamecontroller = gamecontrollers[controller_index];
|
||||
} else {
|
||||
gamecontroller = NULL;
|
||||
}
|
||||
UpdateWindowTitle();
|
||||
|
||||
/* Loop, getting controller events! */
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop_arg(loop, NULL, 0, 1);
|
||||
#else
|
||||
while (!done) {
|
||||
loop(NULL);
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
return retcode;
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
Reference in New Issue
Block a user