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			371 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			371 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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| /* Simple program to test the SDL game controller routines */
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| 
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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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| 
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| #include "SDL.h"
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten/emscripten.h>
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| #endif
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| 
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| #ifndef SDL_JOYSTICK_DISABLED
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| 
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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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| 
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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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| };
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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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|     {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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| };
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| 
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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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| 
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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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| {
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|     SDL_Surface *temp = NULL;
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|     SDL_Texture *texture = NULL;
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| 
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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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|     } else {
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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->BytesPerPixel == 1) {
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|                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
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|             }
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|         }
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| 
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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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|         }
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|     }
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|     if (temp) {
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|         SDL_FreeSurface(temp);
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|     }
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|     return texture;
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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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| 
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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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| 
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|     while (SDL_PollEvent(&event)) {
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|         switch (event.type) {
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|         case SDL_CONTROLLERAXISMOTION:
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|             SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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|             break;
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|         case SDL_CONTROLLERBUTTONDOWN:
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|         case SDL_CONTROLLERBUTTONUP:
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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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|             }
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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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| 
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|     /* Update visual controller state */
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|     for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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|         if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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|             const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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|             SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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|         }
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|     }
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| 
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|     for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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|         const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
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|         const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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|         if (value < -deadzone) {
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|             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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|             const double angle = axis_positions[i].angle;
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|             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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|         } else if (value > deadzone) {
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|             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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|             const double angle = axis_positions[i].angle + 180.0;
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|             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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|         }
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|     }
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| 
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|     SDL_RenderPresent(screen);
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| 
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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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| 
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| #ifdef __EMSCRIPTEN__
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|     if (done) {
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|         emscripten_cancel_main_loop();
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|     }
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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: ";
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|     const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
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|     char *title = (char *)SDL_malloc(titlelen);
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|     SDL_Window *window = NULL;
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| 
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|     retval = SDL_FALSE;
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|     done = SDL_FALSE;
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| 
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|     if (title) {
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|         SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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|     }
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| 
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|     /* Create a window to display controller state */
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|     window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
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|                               SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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|                               SCREEN_HEIGHT, 0);
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|     SDL_free(title);
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|     title = NULL;
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|     if (window == NULL) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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|         return SDL_FALSE;
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|     }
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| 
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|     screen = SDL_CreateRenderer(window, -1, 0);
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|     if (screen == NULL) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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|         SDL_DestroyWindow(window);
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|         return SDL_FALSE;
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|     }
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| 
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|     SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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|     SDL_RenderClear(screen);
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|     SDL_RenderPresent(screen);
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|     SDL_RaiseWindow(window);
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| 
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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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| 
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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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| 
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|     if (!background || !button || !axis) {
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|         SDL_DestroyRenderer(screen);
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|         SDL_DestroyWindow(window);
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|         return SDL_FALSE;
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|     }
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|     SDL_SetTextureColorMod(button, 10, 255, 21);
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|     SDL_SetTextureColorMod(axis, 10, 255, 21);
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| 
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|     /* !!! FIXME: */
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|     /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
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| 
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|     /* Print info about the controller we are watching */
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|     SDL_Log("Watching controller %s\n",  name ? name : "Unknown Controller");
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| 
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|     /* Loop, getting controller events! */
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| #ifdef __EMSCRIPTEN__
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|     emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
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| #else
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|     while (!done) {
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|         loop(gamecontroller);
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|     }
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| #endif
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| 
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|     SDL_DestroyRenderer(screen);
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|     screen = NULL;
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|     background = NULL;
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|     button = NULL;
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|     axis = NULL;
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|     SDL_DestroyWindow(window);
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|     return retval;
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| }
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| 
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| int
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| main(int argc, char *argv[])
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| {
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|     int i;
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|     int nController = 0;
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|     int retcode = 0;
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|     char guid[64];
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|     SDL_GameController *gamecontroller;
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| 
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|     /* Enable standard application logging */
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|     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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| 
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|     /* Initialize SDL (Note: video is required to start event loop) */
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|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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|         return 1;
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|     }
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|     
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|     SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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| 
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|     /* Print information about the mappings */
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|     if (!argv[1]) {
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|         SDL_Log("Supported mappings:\n");
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|         for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
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|             char *mapping = SDL_GameControllerMappingForIndex(i);
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|             if (mapping) {
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|                 SDL_Log("\t%s\n", mapping);
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|                 SDL_free(mapping);
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|             }
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|         }
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|         SDL_Log("\n");
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|     }
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| 
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|     /* Print information about the controller */
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|     for (i = 0; i < SDL_NumJoysticks(); ++i) {
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|         const char *name;
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|         const char *description;
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| 
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|         SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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|                                   guid, sizeof (guid));
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| 
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|         if ( SDL_IsGameController(i) )
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|         {
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|             nController++;
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|             name = SDL_GameControllerNameForIndex(i);
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|             description = "Controller";
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|         } else {
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|             name = SDL_JoystickNameForIndex(i);
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|             description = "Joystick";
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|         }
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|         SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x)\n",
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|             description, i, name ? name : "Unknown", guid,
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|             SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i));
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|     }
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|     SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
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| 
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|     if (argv[1]) {
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|         SDL_bool reportederror = SDL_FALSE;
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|         SDL_bool keepGoing = SDL_TRUE;
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|         SDL_Event event;
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|         int device = atoi(argv[1]);
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|         if (device >= SDL_NumJoysticks()) {
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|             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
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|             retcode = 1;
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|         } else {
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|             SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
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|                                       guid, sizeof (guid));
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|             SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
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|             gamecontroller = SDL_GameControllerOpen(device);
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| 
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|             if (gamecontroller != NULL) {
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|                 SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
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|             }
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| 
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|             while (keepGoing) {
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|                 if (gamecontroller == NULL) {
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|                     if (!reportederror) {
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|                         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
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|                         retcode = 1;
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|                         keepGoing = SDL_FALSE;
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|                         reportederror = SDL_TRUE;
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|                     }
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|                 } else {
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|                     reportederror = SDL_FALSE;
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|                     keepGoing = WatchGameController(gamecontroller);
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|                     SDL_GameControllerClose(gamecontroller);
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|                 }
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| 
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|                 gamecontroller = NULL;
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|                 if (keepGoing) {
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|                     SDL_Log("Waiting for attach\n");
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|                 }
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|                 while (keepGoing) {
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|                     SDL_WaitEvent(&event);
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|                     if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
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|                         || (event.type == SDL_MOUSEBUTTONDOWN)) {
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|                         keepGoing = SDL_FALSE;
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|                     } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
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|                         gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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|                         if (gamecontroller != NULL) {
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|                             SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
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|                         }
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|                         break;
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|                     }
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|                 }
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|             }
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|         }
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|     }
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| 
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|     SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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| 
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|     return retcode;
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| }
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| 
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| #else
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| 
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| int
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| main(int argc, char *argv[])
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| {
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|     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
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|     exit(1);
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| }
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| 
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| #endif
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| 
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| /* vi: set ts=4 sw=4 expandtab: */
 | 
