mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-11-04 09:44:35 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			2135 lines
		
	
	
		
			77 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2135 lines
		
	
	
		
			77 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
  Copyright (C) 1997-2024 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 controller routines */
 | 
						|
 | 
						|
#include <SDL3/SDL.h>
 | 
						|
#include <SDL3/SDL_main.h>
 | 
						|
#include <SDL3/SDL_test.h>
 | 
						|
#include <SDL3/SDL_test_font.h>
 | 
						|
 | 
						|
#ifdef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
#include <emscripten/emscripten.h>
 | 
						|
#endif
 | 
						|
 | 
						|
#include "gamepadutils.h"
 | 
						|
#include "testutils.h"
 | 
						|
 | 
						|
#if 0
 | 
						|
#define DEBUG_AXIS_MAPPING
 | 
						|
#endif
 | 
						|
 | 
						|
#define TITLE_HEIGHT 48
 | 
						|
#define PANEL_SPACING 25
 | 
						|
#define PANEL_WIDTH 250
 | 
						|
#define MINIMUM_BUTTON_WIDTH 96
 | 
						|
#define BUTTON_MARGIN 16
 | 
						|
#define BUTTON_PADDING 12
 | 
						|
#define GAMEPAD_WIDTH 512
 | 
						|
#define GAMEPAD_HEIGHT 560
 | 
						|
 | 
						|
#define SCREEN_WIDTH  (PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING + PANEL_WIDTH)
 | 
						|
#define SCREEN_HEIGHT (TITLE_HEIGHT + GAMEPAD_HEIGHT)
 | 
						|
 | 
						|
typedef struct
 | 
						|
{
 | 
						|
    SDL_bool m_bMoving;
 | 
						|
    int m_nLastValue;
 | 
						|
    int m_nStartingValue;
 | 
						|
    int m_nFarthestValue;
 | 
						|
} AxisState;
 | 
						|
 | 
						|
typedef struct
 | 
						|
{
 | 
						|
    SDL_JoystickID id;
 | 
						|
 | 
						|
    SDL_Joystick *joystick;
 | 
						|
    int num_axes;
 | 
						|
    AxisState *axis_state;
 | 
						|
 | 
						|
    SDL_Gamepad *gamepad;
 | 
						|
    char *mapping;
 | 
						|
    SDL_bool has_bindings;
 | 
						|
 | 
						|
    int trigger_effect;
 | 
						|
} Controller;
 | 
						|
 | 
						|
static SDL_Window *window = NULL;
 | 
						|
static SDL_Renderer *screen = NULL;
 | 
						|
static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
 | 
						|
static GamepadImage *image = NULL;
 | 
						|
static GamepadDisplay *gamepad_elements = NULL;
 | 
						|
static GamepadTypeDisplay *gamepad_type = NULL;
 | 
						|
static JoystickDisplay *joystick_elements = NULL;
 | 
						|
static GamepadButton *setup_mapping_button = NULL;
 | 
						|
static GamepadButton *done_mapping_button = NULL;
 | 
						|
static GamepadButton *cancel_button = NULL;
 | 
						|
static GamepadButton *clear_button = NULL;
 | 
						|
static GamepadButton *copy_button = NULL;
 | 
						|
static GamepadButton *paste_button = NULL;
 | 
						|
static char *backup_mapping = NULL;
 | 
						|
static SDL_bool done = SDL_FALSE;
 | 
						|
static SDL_bool set_LED = SDL_FALSE;
 | 
						|
static int num_controllers = 0;
 | 
						|
static Controller *controllers;
 | 
						|
static Controller *controller;
 | 
						|
static SDL_JoystickID mapping_controller = 0;
 | 
						|
static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
 | 
						|
static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
 | 
						|
static SDL_bool binding_flow = SDL_FALSE;
 | 
						|
static int binding_flow_direction = 0;
 | 
						|
static Uint64 binding_advance_time = 0;
 | 
						|
static SDL_FRect title_area;
 | 
						|
static SDL_bool title_highlighted;
 | 
						|
static SDL_bool title_pressed;
 | 
						|
static SDL_FRect type_area;
 | 
						|
static SDL_bool type_highlighted;
 | 
						|
static SDL_bool type_pressed;
 | 
						|
static char *controller_name;
 | 
						|
static SDL_Joystick *virtual_joystick = NULL;
 | 
						|
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
 | 
						|
static float virtual_axis_start_x;
 | 
						|
static float virtual_axis_start_y;
 | 
						|
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
 | 
						|
 | 
						|
static int s_arrBindingOrder[] = {
 | 
						|
    /* Standard sequence */
 | 
						|
    SDL_GAMEPAD_BUTTON_SOUTH,
 | 
						|
    SDL_GAMEPAD_BUTTON_EAST,
 | 
						|
    SDL_GAMEPAD_BUTTON_WEST,
 | 
						|
    SDL_GAMEPAD_BUTTON_NORTH,
 | 
						|
    SDL_GAMEPAD_BUTTON_DPAD_LEFT,
 | 
						|
    SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
 | 
						|
    SDL_GAMEPAD_BUTTON_DPAD_UP,
 | 
						|
    SDL_GAMEPAD_BUTTON_DPAD_DOWN,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE,
 | 
						|
    SDL_GAMEPAD_BUTTON_LEFT_STICK,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE,
 | 
						|
    SDL_GAMEPAD_BUTTON_RIGHT_STICK,
 | 
						|
    SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER,
 | 
						|
    SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
 | 
						|
    SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER,
 | 
						|
    SDL_GAMEPAD_BUTTON_BACK,
 | 
						|
    SDL_GAMEPAD_BUTTON_START,
 | 
						|
    SDL_GAMEPAD_BUTTON_GUIDE,
 | 
						|
    SDL_GAMEPAD_BUTTON_MISC1,
 | 
						|
    SDL_GAMEPAD_ELEMENT_INVALID,
 | 
						|
 | 
						|
    /* Paddle sequence */
 | 
						|
    SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
 | 
						|
    SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,
 | 
						|
    SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
 | 
						|
    SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,
 | 
						|
    SDL_GAMEPAD_ELEMENT_INVALID,
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
static const char *GetSensorName(SDL_SensorType sensor)
 | 
						|
{
 | 
						|
    switch (sensor) {
 | 
						|
    case SDL_SENSOR_ACCEL:
 | 
						|
        return "accelerometer";
 | 
						|
    case SDL_SENSOR_GYRO:
 | 
						|
        return "gyro";
 | 
						|
    case SDL_SENSOR_ACCEL_L:
 | 
						|
        return "accelerometer (L)";
 | 
						|
    case SDL_SENSOR_GYRO_L:
 | 
						|
        return "gyro (L)";
 | 
						|
    case SDL_SENSOR_ACCEL_R:
 | 
						|
        return "accelerometer (R)";
 | 
						|
    case SDL_SENSOR_GYRO_R:
 | 
						|
        return "gyro (R)";
 | 
						|
    default:
 | 
						|
        return "UNKNOWN";
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/* PS5 trigger effect documentation:
 | 
						|
   https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
 | 
						|
*/
 | 
						|
typedef struct
 | 
						|
{
 | 
						|
    Uint8 ucEnableBits1;              /* 0 */
 | 
						|
    Uint8 ucEnableBits2;              /* 1 */
 | 
						|
    Uint8 ucRumbleRight;              /* 2 */
 | 
						|
    Uint8 ucRumbleLeft;               /* 3 */
 | 
						|
    Uint8 ucHeadphoneVolume;          /* 4 */
 | 
						|
    Uint8 ucSpeakerVolume;            /* 5 */
 | 
						|
    Uint8 ucMicrophoneVolume;         /* 6 */
 | 
						|
    Uint8 ucAudioEnableBits;          /* 7 */
 | 
						|
    Uint8 ucMicLightMode;             /* 8 */
 | 
						|
    Uint8 ucAudioMuteBits;            /* 9 */
 | 
						|
    Uint8 rgucRightTriggerEffect[11]; /* 10 */
 | 
						|
    Uint8 rgucLeftTriggerEffect[11];  /* 21 */
 | 
						|
    Uint8 rgucUnknown1[6];            /* 32 */
 | 
						|
    Uint8 ucLedFlags;                 /* 38 */
 | 
						|
    Uint8 rgucUnknown2[2];            /* 39 */
 | 
						|
    Uint8 ucLedAnim;                  /* 41 */
 | 
						|
    Uint8 ucLedBrightness;            /* 42 */
 | 
						|
    Uint8 ucPadLights;                /* 43 */
 | 
						|
    Uint8 ucLedRed;                   /* 44 */
 | 
						|
    Uint8 ucLedGreen;                 /* 45 */
 | 
						|
    Uint8 ucLedBlue;                  /* 46 */
 | 
						|
} DS5EffectsState_t;
 | 
						|
 | 
						|
static void CyclePS5TriggerEffect(Controller *device)
 | 
						|
{
 | 
						|
    DS5EffectsState_t state;
 | 
						|
 | 
						|
    Uint8 effects[3][11] = {
 | 
						|
        /* Clear trigger effect */
 | 
						|
        { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
 | 
						|
        /* Constant resistance across entire trigger pull */
 | 
						|
        { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
 | 
						|
        /* Resistance and vibration when trigger is pulled */
 | 
						|
        { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
 | 
						|
    };
 | 
						|
 | 
						|
    device->trigger_effect = (device->trigger_effect + 1) % SDL_arraysize(effects);
 | 
						|
 | 
						|
    SDL_zero(state);
 | 
						|
    state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
 | 
						|
    SDL_memcpy(state.rgucRightTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
 | 
						|
    SDL_memcpy(state.rgucLeftTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
 | 
						|
    SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state));
 | 
						|
}
 | 
						|
 | 
						|
static void ClearButtonHighlights(void)
 | 
						|
{
 | 
						|
    title_highlighted = SDL_FALSE;
 | 
						|
    title_pressed = SDL_FALSE;
 | 
						|
 | 
						|
    type_highlighted = SDL_FALSE;
 | 
						|
    type_pressed = SDL_FALSE;
 | 
						|
 | 
						|
    ClearGamepadImage(image);
 | 
						|
    SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
    SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(clear_button, SDL_FALSE, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(copy_button, SDL_FALSE, SDL_FALSE);
 | 
						|
    SetGamepadButtonHighlight(paste_button, SDL_FALSE, SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
 | 
						|
{
 | 
						|
    ClearButtonHighlights();
 | 
						|
 | 
						|
    if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
        SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down);
 | 
						|
    } else if (display_mode == CONTROLLER_MODE_BINDING) {
 | 
						|
        SDL_FPoint point;
 | 
						|
        int gamepad_highlight_element = SDL_GAMEPAD_ELEMENT_INVALID;
 | 
						|
        char *joystick_highlight_element;
 | 
						|
 | 
						|
        point.x = x;
 | 
						|
        point.y = y;
 | 
						|
        if (SDL_PointInRectFloat(&point, &title_area)) {
 | 
						|
            title_highlighted = SDL_TRUE;
 | 
						|
            title_pressed = button_down;
 | 
						|
        } else {
 | 
						|
            title_highlighted = SDL_FALSE;
 | 
						|
            title_pressed = SDL_FALSE;
 | 
						|
        }
 | 
						|
 | 
						|
        if (SDL_PointInRectFloat(&point, &type_area)) {
 | 
						|
            type_highlighted = SDL_TRUE;
 | 
						|
            type_pressed = button_down;
 | 
						|
        } else {
 | 
						|
            type_highlighted = SDL_FALSE;
 | 
						|
            type_pressed = SDL_FALSE;
 | 
						|
        }
 | 
						|
 | 
						|
        if (controller->joystick != virtual_joystick) {
 | 
						|
            gamepad_highlight_element = GetGamepadImageElementAt(image, x, y);
 | 
						|
        }
 | 
						|
        if (gamepad_highlight_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
            gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
 | 
						|
        }
 | 
						|
        SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down);
 | 
						|
 | 
						|
        if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
 | 
						|
            int gamepad_highlight_type = GetGamepadTypeDisplayAt(gamepad_type, x, y);
 | 
						|
            SetGamepadTypeDisplayHighlight(gamepad_type, gamepad_highlight_type, button_down);
 | 
						|
        }
 | 
						|
 | 
						|
        joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y);
 | 
						|
        SetJoystickDisplayHighlight(joystick_elements, joystick_highlight_element, button_down);
 | 
						|
        SDL_free(joystick_highlight_element);
 | 
						|
 | 
						|
        SetGamepadButtonHighlight(done_mapping_button, GamepadButtonContains(done_mapping_button, x, y), button_down);
 | 
						|
        SetGamepadButtonHighlight(cancel_button, GamepadButtonContains(cancel_button, x, y), button_down);
 | 
						|
        SetGamepadButtonHighlight(clear_button, GamepadButtonContains(clear_button, x, y), button_down);
 | 
						|
        SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, x, y), button_down);
 | 
						|
        SetGamepadButtonHighlight(paste_button, GamepadButtonContains(paste_button, x, y), button_down);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static int StandardizeAxisValue(int nValue)
 | 
						|
{
 | 
						|
    if (nValue > SDL_JOYSTICK_AXIS_MAX / 2) {
 | 
						|
        return SDL_JOYSTICK_AXIS_MAX;
 | 
						|
    } else if (nValue < SDL_JOYSTICK_AXIS_MIN / 2) {
 | 
						|
        return SDL_JOYSTICK_AXIS_MIN;
 | 
						|
    } else {
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void RefreshControllerName(void)
 | 
						|
{
 | 
						|
    const char *name = NULL;
 | 
						|
 | 
						|
    SDL_free(controller_name);
 | 
						|
    controller_name = NULL;
 | 
						|
 | 
						|
    if (controller) {
 | 
						|
        if (controller->gamepad) {
 | 
						|
            name = SDL_GetGamepadName(controller->gamepad);
 | 
						|
        } else {
 | 
						|
            name = SDL_GetJoystickName(controller->joystick);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_free(controller_name);
 | 
						|
    if (name) {
 | 
						|
        controller_name = SDL_strdup(name);
 | 
						|
    } else {
 | 
						|
        controller_name = SDL_strdup("");
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void SetAndFreeGamepadMapping(char *mapping)
 | 
						|
{
 | 
						|
    SDL_SetGamepadMapping(controller->id, mapping);
 | 
						|
    SDL_free(mapping);
 | 
						|
}
 | 
						|
 | 
						|
static void SetCurrentBindingElement(int element, SDL_bool flow)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
        RefreshControllerName();
 | 
						|
    }
 | 
						|
 | 
						|
    if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        binding_flow_direction = 0;
 | 
						|
        last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
 | 
						|
    } else {
 | 
						|
        last_binding_element = binding_element;
 | 
						|
    }
 | 
						|
    binding_element = element;
 | 
						|
    binding_flow = flow || (element == SDL_GAMEPAD_BUTTON_SOUTH);
 | 
						|
    binding_advance_time = 0;
 | 
						|
 | 
						|
    for (i = 0; i < controller->num_axes; ++i) {
 | 
						|
        controller->axis_state[i].m_nFarthestValue = controller->axis_state[i].m_nStartingValue;
 | 
						|
    }
 | 
						|
 | 
						|
    SetGamepadDisplaySelected(gamepad_elements, element);
 | 
						|
}
 | 
						|
 | 
						|
static void SetNextBindingElement(void)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) {
 | 
						|
        if (binding_element == s_arrBindingOrder[i]) {
 | 
						|
            binding_flow_direction = 1;
 | 
						|
            SetCurrentBindingElement(s_arrBindingOrder[i + 1], SDL_TRUE);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
static void SetPrevBindingElement(void)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) {
 | 
						|
        if (binding_element == s_arrBindingOrder[i]) {
 | 
						|
            binding_flow_direction = -1;
 | 
						|
            SetCurrentBindingElement(s_arrBindingOrder[i - 1], SDL_TRUE);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
static void StopBinding(void)
 | 
						|
{
 | 
						|
    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
typedef struct
 | 
						|
{
 | 
						|
    int axis;
 | 
						|
    int direction;
 | 
						|
} AxisInfo;
 | 
						|
 | 
						|
static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
 | 
						|
{
 | 
						|
    if (!description) {
 | 
						|
        return SDL_FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    if (*description == '-') {
 | 
						|
        info->direction = -1;
 | 
						|
        ++description;
 | 
						|
    } else if (*description == '+') {
 | 
						|
        info->direction = 1;
 | 
						|
        ++description;
 | 
						|
    } else {
 | 
						|
        info->direction = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    if (description[0] == 'a' && SDL_isdigit(description[1])) {
 | 
						|
        ++description;
 | 
						|
        info->axis = SDL_atoi(description);
 | 
						|
        return SDL_TRUE;
 | 
						|
    }
 | 
						|
    return SDL_FALSE;
 | 
						|
}
 | 
						|
 | 
						|
static void CommitBindingElement(const char *binding, SDL_bool force)
 | 
						|
{
 | 
						|
    char *mapping;
 | 
						|
    int direction = 1;
 | 
						|
    SDL_bool ignore_binding = SDL_FALSE;
 | 
						|
 | 
						|
    if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (controller->mapping) {
 | 
						|
        mapping = SDL_strdup(controller->mapping);
 | 
						|
    } else {
 | 
						|
        mapping = NULL;
 | 
						|
    }
 | 
						|
 | 
						|
    /* If the controller generates multiple events for a single element, pick the best one */
 | 
						|
    if (!force && binding_advance_time) {
 | 
						|
        char *current = GetElementBinding(mapping, binding_element);
 | 
						|
        SDL_bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_MAX);
 | 
						|
        SDL_bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_MAX &&
 | 
						|
                                binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX);
 | 
						|
        SDL_bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
 | 
						|
                                   binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER);
 | 
						|
        SDL_bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
 | 
						|
                                binding_element == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
 | 
						|
                                binding_element == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
 | 
						|
                                binding_element == SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
 | 
						|
 | 
						|
        if (native_button) {
 | 
						|
            SDL_bool current_button = (current && *current == 'b');
 | 
						|
            SDL_bool proposed_button = (binding && *binding == 'b');
 | 
						|
            if (current_button && !proposed_button) {
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
            }
 | 
						|
            /* Use the lower index button (we map from lower to higher button index) */
 | 
						|
            if (current_button && proposed_button && current[1] < binding[1]) {
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (native_axis) {
 | 
						|
            AxisInfo current_axis_info  = { 0, 0 };
 | 
						|
            AxisInfo proposed_axis_info = { 0, 0 };
 | 
						|
            SDL_bool current_axis = ParseAxisInfo(current, ¤t_axis_info);
 | 
						|
            SDL_bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
 | 
						|
 | 
						|
            if (current_axis) {
 | 
						|
                /* Ignore this unless the proposed binding extends the existing axis */
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
 | 
						|
                if (native_trigger &&
 | 
						|
                    ((*current == '-' && *binding == '+' &&
 | 
						|
                      SDL_strcmp(current + 1, binding + 1) == 0) ||
 | 
						|
                     (*current == '+' && *binding == '-' &&
 | 
						|
                      SDL_strcmp(current + 1, binding + 1) == 0))) {
 | 
						|
                    /* Merge two half axes into a whole axis for a trigger */
 | 
						|
                    ++binding;
 | 
						|
                    ignore_binding = SDL_FALSE;
 | 
						|
                }
 | 
						|
 | 
						|
                /* Use the lower index axis (we map from lower to higher axis index) */
 | 
						|
                if (proposed_axis && proposed_axis_info.axis < current_axis_info.axis) {
 | 
						|
                    ignore_binding = SDL_FALSE;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (native_dpad) {
 | 
						|
            SDL_bool current_hat = (current && *current == 'h');
 | 
						|
            SDL_bool proposed_hat = (binding && *binding == 'h');
 | 
						|
            if (current_hat && !proposed_hat) {
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
            }
 | 
						|
            /* Use the lower index hat (we map from lower to higher hat index) */
 | 
						|
            if (current_hat && proposed_hat && current[1] < binding[1]) {
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDL_free(current);
 | 
						|
    }
 | 
						|
 | 
						|
    if (!ignore_binding && binding_flow && !force) {
 | 
						|
        int existing = GetElementForBinding(mapping, binding);
 | 
						|
        if (existing != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
            SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH;
 | 
						|
            SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST;
 | 
						|
            SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST;
 | 
						|
            if (binding_element == action_forward) {
 | 
						|
                /* Bind it! */
 | 
						|
            } else if (binding_element == action_backward) {
 | 
						|
                if (existing == action_forward) {
 | 
						|
                    SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
 | 
						|
                    if (bound_backward) {
 | 
						|
                        /* Just move on to the next one */
 | 
						|
                        ignore_binding = SDL_TRUE;
 | 
						|
                        SetNextBindingElement();
 | 
						|
                    } else {
 | 
						|
                        /* You can't skip the backward action, go back and start over */
 | 
						|
                        ignore_binding = SDL_TRUE;
 | 
						|
                        SetPrevBindingElement();
 | 
						|
                    }
 | 
						|
                } else if (existing == action_backward && binding_flow_direction == -1) {
 | 
						|
                    /* Keep going backwards */
 | 
						|
                    ignore_binding = SDL_TRUE;
 | 
						|
                    SetPrevBindingElement();
 | 
						|
                } else {
 | 
						|
                    /* Bind it! */
 | 
						|
                }
 | 
						|
            } else if (existing == action_forward) {
 | 
						|
                /* Just move on to the next one */
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
                SetNextBindingElement();
 | 
						|
            } else if (existing == action_backward) {
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
                SetPrevBindingElement();
 | 
						|
            } else if (existing == binding_element) {
 | 
						|
                /* We're rebinding the same thing, just move to the next one */
 | 
						|
                ignore_binding = SDL_TRUE;
 | 
						|
                SetNextBindingElement();
 | 
						|
            } else if (existing == action_delete) {
 | 
						|
                /* Clear the current binding and move to the next one */
 | 
						|
                binding = NULL;
 | 
						|
                direction = 1;
 | 
						|
                force = SDL_TRUE;
 | 
						|
            } else if (binding_element != action_forward &&
 | 
						|
                       binding_element != action_backward) {
 | 
						|
                /* Actually, we'll just clear the existing binding */
 | 
						|
                /*ignore_binding = SDL_TRUE;*/
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (ignore_binding) {
 | 
						|
        SDL_free(mapping);
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    mapping = ClearMappingBinding(mapping, binding);
 | 
						|
    mapping = SetElementBinding(mapping, binding_element, binding);
 | 
						|
    SetAndFreeGamepadMapping(mapping);
 | 
						|
 | 
						|
    if (force) {
 | 
						|
        if (binding_flow) {
 | 
						|
            if (direction > 0) {
 | 
						|
                SetNextBindingElement();
 | 
						|
            } else if (direction < 0) {
 | 
						|
                SetPrevBindingElement();
 | 
						|
            }
 | 
						|
        } else {
 | 
						|
            StopBinding();
 | 
						|
        }
 | 
						|
    } else {
 | 
						|
        /* Wait to see if any more bindings come in */
 | 
						|
        binding_advance_time = SDL_GetTicks() + 30;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void ClearBinding(void)
 | 
						|
{
 | 
						|
    CommitBindingElement(NULL, SDL_TRUE);
 | 
						|
}
 | 
						|
 | 
						|
static void SetDisplayMode(ControllerDisplayMode mode)
 | 
						|
{
 | 
						|
    float x, y;
 | 
						|
    Uint32 button_state;
 | 
						|
 | 
						|
    if (mode == CONTROLLER_MODE_BINDING) {
 | 
						|
        /* Make a backup of the current mapping */
 | 
						|
        if (controller->mapping) {
 | 
						|
            backup_mapping = SDL_strdup(controller->mapping);
 | 
						|
        }
 | 
						|
        mapping_controller = controller->id;
 | 
						|
        if (MappingHasBindings(backup_mapping)) {
 | 
						|
            SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
        } else {
 | 
						|
            SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE);
 | 
						|
        }
 | 
						|
    } else {
 | 
						|
        if (backup_mapping) {
 | 
						|
            SDL_free(backup_mapping);
 | 
						|
            backup_mapping = NULL;
 | 
						|
        }
 | 
						|
        mapping_controller = 0;
 | 
						|
        StopBinding();
 | 
						|
    }
 | 
						|
 | 
						|
    display_mode = mode;
 | 
						|
    SetGamepadImageDisplayMode(image, mode);
 | 
						|
    SetGamepadDisplayDisplayMode(gamepad_elements, mode);
 | 
						|
 | 
						|
    button_state = SDL_GetMouseState(&x, &y);
 | 
						|
    SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
 | 
						|
    UpdateButtonHighlights(x, y, button_state ? SDL_TRUE : SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
static void CancelMapping(void)
 | 
						|
{
 | 
						|
    SetAndFreeGamepadMapping(backup_mapping);
 | 
						|
    backup_mapping = NULL;
 | 
						|
 | 
						|
    SetDisplayMode(CONTROLLER_MODE_TESTING);
 | 
						|
}
 | 
						|
 | 
						|
static void ClearMapping(void)
 | 
						|
{
 | 
						|
    SetAndFreeGamepadMapping(NULL);
 | 
						|
    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
 | 
						|
}
 | 
						|
 | 
						|
static void CopyMapping(void)
 | 
						|
{
 | 
						|
    if (controller && controller->mapping) {
 | 
						|
        SDL_SetClipboardText(controller->mapping);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void PasteMapping(void)
 | 
						|
{
 | 
						|
    if (controller) {
 | 
						|
        char *mapping = SDL_GetClipboardText();
 | 
						|
        if (MappingHasBindings(mapping)) {
 | 
						|
            StopBinding();
 | 
						|
            SetAndFreeGamepadMapping(mapping);
 | 
						|
            RefreshControllerName();
 | 
						|
        } else {
 | 
						|
            /* Not a valid mapping, ignore it */
 | 
						|
            SDL_free(mapping);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void CommitControllerName(void)
 | 
						|
{
 | 
						|
    char *mapping = NULL;
 | 
						|
 | 
						|
    if (controller->mapping) {
 | 
						|
        mapping = SDL_strdup(controller->mapping);
 | 
						|
    } else {
 | 
						|
        mapping = NULL;
 | 
						|
    }
 | 
						|
    mapping = SetMappingName(mapping, controller_name);
 | 
						|
    SetAndFreeGamepadMapping(mapping);
 | 
						|
}
 | 
						|
 | 
						|
static void AddControllerNameText(const char *text)
 | 
						|
{
 | 
						|
    size_t current_length = (controller_name ? SDL_strlen(controller_name) : 0);
 | 
						|
    size_t text_length = SDL_strlen(text);
 | 
						|
    size_t size = current_length + text_length + 1;
 | 
						|
    char *name = (char *)SDL_realloc(controller_name, size);
 | 
						|
    if (name) {
 | 
						|
        SDL_memcpy(&name[current_length], text, text_length + 1);
 | 
						|
        controller_name = name;
 | 
						|
    }
 | 
						|
    CommitControllerName();
 | 
						|
}
 | 
						|
 | 
						|
static void BackspaceControllerName(void)
 | 
						|
{
 | 
						|
    size_t length = (controller_name ? SDL_strlen(controller_name) : 0);
 | 
						|
    if (length > 0) {
 | 
						|
        controller_name[length - 1] = '\0';
 | 
						|
    }
 | 
						|
    CommitControllerName();
 | 
						|
}
 | 
						|
 | 
						|
static void ClearControllerName(void)
 | 
						|
{
 | 
						|
    if (controller_name) {
 | 
						|
        *controller_name = '\0';
 | 
						|
    }
 | 
						|
    CommitControllerName();
 | 
						|
}
 | 
						|
 | 
						|
static void CopyControllerName(void)
 | 
						|
{
 | 
						|
    SDL_SetClipboardText(controller_name);
 | 
						|
}
 | 
						|
 | 
						|
static void PasteControllerName(void)
 | 
						|
{
 | 
						|
    SDL_free(controller_name);
 | 
						|
    controller_name = SDL_GetClipboardText();
 | 
						|
    CommitControllerName();
 | 
						|
}
 | 
						|
 | 
						|
static void CommitGamepadType(SDL_GamepadType type)
 | 
						|
{
 | 
						|
    char *mapping = NULL;
 | 
						|
 | 
						|
    if (controller->mapping) {
 | 
						|
        mapping = SDL_strdup(controller->mapping);
 | 
						|
    } else {
 | 
						|
        mapping = NULL;
 | 
						|
    }
 | 
						|
    mapping = SetMappingType(mapping, type);
 | 
						|
    SetAndFreeGamepadMapping(mapping);
 | 
						|
}
 | 
						|
 | 
						|
static const char *GetBindingInstruction(void)
 | 
						|
{
 | 
						|
    switch (binding_element) {
 | 
						|
    case SDL_GAMEPAD_ELEMENT_INVALID:
 | 
						|
        return "Select an element to bind from the list on the left";
 | 
						|
    case SDL_GAMEPAD_BUTTON_SOUTH:
 | 
						|
    case SDL_GAMEPAD_BUTTON_EAST:
 | 
						|
    case SDL_GAMEPAD_BUTTON_WEST:
 | 
						|
    case SDL_GAMEPAD_BUTTON_NORTH:
 | 
						|
        switch (SDL_GetGamepadButtonLabelForType(GetGamepadImageType(image), (SDL_GamepadButton)binding_element)) {
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_A:
 | 
						|
            return "Press the A button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_B:
 | 
						|
            return "Press the B button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_X:
 | 
						|
            return "Press the X button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_Y:
 | 
						|
            return "Press the Y button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_CROSS:
 | 
						|
            return "Press the Cross (X) button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
 | 
						|
            return "Press the Circle button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_SQUARE:
 | 
						|
            return "Press the Square button";
 | 
						|
        case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE:
 | 
						|
            return "Press the Triangle button";
 | 
						|
        default:
 | 
						|
            return "";
 | 
						|
        }
 | 
						|
        break;
 | 
						|
    case SDL_GAMEPAD_BUTTON_BACK:
 | 
						|
        return "Press the left center button (Back/View/Share)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_GUIDE:
 | 
						|
        return "Press the center button (Home/Guide)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_START:
 | 
						|
        return "Press the right center button (Start/Menu/Options)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LEFT_STICK:
 | 
						|
        return "Press the left thumbstick button (LSB/L3)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
 | 
						|
        return "Press the right thumbstick button (RSB/R3)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
 | 
						|
        return "Press the left shoulder button (LB/L1)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
 | 
						|
        return "Press the right shoulder button (RB/R1)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_DPAD_UP:
 | 
						|
        return "Press the D-Pad up";
 | 
						|
    case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
 | 
						|
        return "Press the D-Pad down";
 | 
						|
    case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
 | 
						|
        return "Press the D-Pad left";
 | 
						|
    case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
 | 
						|
        return "Press the D-Pad right";
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC1:
 | 
						|
        return "Press the bottom center button (Share/Capture)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1:
 | 
						|
        return "Press the upper paddle under your right hand";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1:
 | 
						|
        return "Press the upper paddle under your left hand";
 | 
						|
    case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2:
 | 
						|
        return "Press the lower paddle under your right hand";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2:
 | 
						|
        return "Press the lower paddle under your left hand";
 | 
						|
    case SDL_GAMEPAD_BUTTON_TOUCHPAD:
 | 
						|
        return "Press down on the touchpad";
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC2:
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC3:
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC4:
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC5:
 | 
						|
    case SDL_GAMEPAD_BUTTON_MISC6:
 | 
						|
        return "Press any additional button not already bound";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
 | 
						|
        return "Move the left thumbstick to the left";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
 | 
						|
        return "Move the left thumbstick to the right";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
 | 
						|
        return "Move the left thumbstick up";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
 | 
						|
        return "Move the left thumbstick down";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
 | 
						|
        return "Move the right thumbstick to the left";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
 | 
						|
        return "Move the right thumbstick to the right";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
 | 
						|
        return "Move the right thumbstick up";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
 | 
						|
        return "Move the right thumbstick down";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
 | 
						|
        return "Pull the left trigger (LT/L2)";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
 | 
						|
        return "Pull the right trigger (RT/R2)";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_NAME:
 | 
						|
        return "Type the name of your controller";
 | 
						|
    case SDL_GAMEPAD_ELEMENT_TYPE:
 | 
						|
        return "Select the type of your controller";
 | 
						|
    default:
 | 
						|
        return "";
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static int FindController(SDL_JoystickID id)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    for (i = 0; i < num_controllers; ++i) {
 | 
						|
        if (id == controllers[i].id) {
 | 
						|
            return i;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return -1;
 | 
						|
}
 | 
						|
 | 
						|
static void SetController(SDL_JoystickID id)
 | 
						|
{
 | 
						|
    int i = FindController(id);
 | 
						|
 | 
						|
    if (i < 0 && num_controllers > 0) {
 | 
						|
        i = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    if (i >= 0) {
 | 
						|
        controller = &controllers[i];
 | 
						|
    } else {
 | 
						|
        controller = NULL;
 | 
						|
    }
 | 
						|
 | 
						|
    RefreshControllerName();
 | 
						|
}
 | 
						|
 | 
						|
static void AddController(SDL_JoystickID id, SDL_bool verbose)
 | 
						|
{
 | 
						|
    Controller *new_controllers;
 | 
						|
    Controller *new_controller;
 | 
						|
    SDL_Joystick *joystick;
 | 
						|
 | 
						|
    if (FindController(id) >= 0) {
 | 
						|
        /* We already have this controller */
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    new_controllers = (Controller *)SDL_realloc(controllers, (num_controllers + 1) * sizeof(*controllers));
 | 
						|
    if (!new_controllers) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    controller = NULL;
 | 
						|
    controllers = new_controllers;
 | 
						|
    new_controller = &new_controllers[num_controllers++];
 | 
						|
    SDL_zerop(new_controller);
 | 
						|
    new_controller->id = id;
 | 
						|
 | 
						|
    new_controller->joystick = SDL_OpenJoystick(id);
 | 
						|
    new_controller->num_axes = SDL_GetNumJoystickAxes(new_controller->joystick);
 | 
						|
    new_controller->axis_state = (AxisState *)SDL_calloc(new_controller->num_axes, sizeof(*new_controller->axis_state));
 | 
						|
 | 
						|
    joystick = new_controller->joystick;
 | 
						|
    if (joystick) {
 | 
						|
        if (verbose && !SDL_IsGamepad(id)) {
 | 
						|
            const char *name = SDL_GetJoystickName(joystick);
 | 
						|
            const char *path = SDL_GetJoystickPath(joystick);
 | 
						|
            char guid[33];
 | 
						|
            SDL_Log("Opened joystick %s%s%s\n", name, path ? ", " : "", path ? path : "");
 | 
						|
            SDL_GetJoystickGUIDString(SDL_GetJoystickGUID(joystick), guid, sizeof(guid));
 | 
						|
            SDL_Log("No gamepad mapping for %s\n", guid);
 | 
						|
        }
 | 
						|
    } else {
 | 
						|
        SDL_Log("Couldn't open joystick: %s", SDL_GetError());
 | 
						|
    }
 | 
						|
 | 
						|
    if (mapping_controller) {
 | 
						|
        SetController(mapping_controller);
 | 
						|
    } else {
 | 
						|
        SetController(id);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void DelController(SDL_JoystickID id)
 | 
						|
{
 | 
						|
    int i = FindController(id);
 | 
						|
 | 
						|
    if (i < 0) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (display_mode == CONTROLLER_MODE_BINDING && id == controller->id) {
 | 
						|
        SetDisplayMode(CONTROLLER_MODE_TESTING);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Reset trigger state */
 | 
						|
    if (controllers[i].trigger_effect != 0) {
 | 
						|
        controllers[i].trigger_effect = -1;
 | 
						|
        CyclePS5TriggerEffect(&controllers[i]);
 | 
						|
    }
 | 
						|
    SDL_assert(controllers[i].gamepad == NULL);
 | 
						|
    if (controllers[i].axis_state) {
 | 
						|
        SDL_free(controllers[i].axis_state);
 | 
						|
    }
 | 
						|
    if (controllers[i].joystick) {
 | 
						|
        SDL_CloseJoystick(controllers[i].joystick);
 | 
						|
    }
 | 
						|
 | 
						|
    --num_controllers;
 | 
						|
    if (i < num_controllers) {
 | 
						|
        SDL_memcpy(&controllers[i], &controllers[i + 1], (num_controllers - i) * sizeof(*controllers));
 | 
						|
    }
 | 
						|
 | 
						|
    if (mapping_controller) {
 | 
						|
        SetController(mapping_controller);
 | 
						|
    } else {
 | 
						|
        SetController(id);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void HandleGamepadRemapped(SDL_JoystickID id)
 | 
						|
{
 | 
						|
    char *mapping;
 | 
						|
    int i = FindController(id);
 | 
						|
 | 
						|
    SDL_assert(i >= 0);
 | 
						|
    if (i < 0) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!controllers[i].gamepad) {
 | 
						|
        /* Failed to open this controller */
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Get the current mapping */
 | 
						|
    mapping = SDL_GetGamepadMapping(controllers[i].gamepad);
 | 
						|
 | 
						|
    /* Make sure the mapping has a valid name */
 | 
						|
    if (mapping && !MappingHasName(mapping)) {
 | 
						|
        mapping = SetMappingName(mapping, SDL_GetJoystickName(controllers[i].joystick));
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_free(controllers[i].mapping);
 | 
						|
    controllers[i].mapping = mapping;
 | 
						|
    controllers[i].has_bindings = MappingHasBindings(mapping);
 | 
						|
}
 | 
						|
 | 
						|
static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
 | 
						|
{
 | 
						|
    SDL_Gamepad *gamepad;
 | 
						|
    Uint16 firmware_version;
 | 
						|
    SDL_SensorType sensors[] = {
 | 
						|
        SDL_SENSOR_ACCEL,
 | 
						|
        SDL_SENSOR_GYRO,
 | 
						|
        SDL_SENSOR_ACCEL_L,
 | 
						|
        SDL_SENSOR_GYRO_L,
 | 
						|
        SDL_SENSOR_ACCEL_R,
 | 
						|
        SDL_SENSOR_GYRO_R
 | 
						|
    };
 | 
						|
    int i;
 | 
						|
 | 
						|
    i = FindController(id);
 | 
						|
    if (i < 0) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_assert(!controllers[i].gamepad);
 | 
						|
    controllers[i].gamepad = SDL_OpenGamepad(id);
 | 
						|
 | 
						|
    gamepad = controllers[i].gamepad;
 | 
						|
    if (gamepad) {
 | 
						|
        if (verbose) {
 | 
						|
            SDL_PropertiesID props = SDL_GetGamepadProperties(gamepad);
 | 
						|
            const char *name = SDL_GetGamepadName(gamepad);
 | 
						|
            const char *path = SDL_GetGamepadPath(gamepad);
 | 
						|
            SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
 | 
						|
 | 
						|
            firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
 | 
						|
            if (firmware_version) {
 | 
						|
                SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
 | 
						|
            }
 | 
						|
 | 
						|
            if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, SDL_FALSE)) {
 | 
						|
                SDL_Log("Has player LED");
 | 
						|
            }
 | 
						|
 | 
						|
            if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE)) {
 | 
						|
                SDL_Log("Rumble supported");
 | 
						|
            }
 | 
						|
 | 
						|
            if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, SDL_FALSE)) {
 | 
						|
                SDL_Log("Trigger rumble supported");
 | 
						|
            }
 | 
						|
 | 
						|
            if (SDL_GetGamepadPlayerIndex(gamepad) >= 0) {
 | 
						|
                SDL_Log("Player index: %d\n", SDL_GetGamepadPlayerIndex(gamepad));
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        for (i = 0; i < SDL_arraysize(sensors); ++i) {
 | 
						|
            SDL_SensorType sensor = sensors[i];
 | 
						|
 | 
						|
            if (SDL_GamepadHasSensor(gamepad, sensor)) {
 | 
						|
                if (verbose) {
 | 
						|
                    SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
 | 
						|
                }
 | 
						|
                SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (verbose) {
 | 
						|
            char *mapping = SDL_GetGamepadMapping(gamepad);
 | 
						|
            if (mapping) {
 | 
						|
                SDL_Log("Mapping: %s\n", mapping);
 | 
						|
                SDL_free(mapping);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    } else {
 | 
						|
        SDL_Log("Couldn't open gamepad: %s", SDL_GetError());
 | 
						|
    }
 | 
						|
 | 
						|
    HandleGamepadRemapped(id);
 | 
						|
}
 | 
						|
 | 
						|
static void HandleGamepadRemoved(SDL_JoystickID id)
 | 
						|
{
 | 
						|
    int i = FindController(id);
 | 
						|
 | 
						|
    SDL_assert(i >= 0);
 | 
						|
    if (i < 0) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (controllers[i].mapping) {
 | 
						|
        SDL_free(controllers[i].mapping);
 | 
						|
        controllers[i].mapping = NULL;
 | 
						|
    }
 | 
						|
    if (controllers[i].gamepad) {
 | 
						|
        SDL_CloseGamepad(controllers[i].gamepad);
 | 
						|
        controllers[i].gamepad = NULL;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static Uint16 ConvertAxisToRumble(Sint16 axisval)
 | 
						|
{
 | 
						|
    /* Only start rumbling if the axis is past the halfway point */
 | 
						|
    const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
 | 
						|
    if (axisval > half_axis) {
 | 
						|
        return (Uint16)(axisval - half_axis) * 4;
 | 
						|
    } else {
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static SDL_bool ShowingFront(void)
 | 
						|
{
 | 
						|
    SDL_bool showing_front = SDL_TRUE;
 | 
						|
    int i;
 | 
						|
 | 
						|
    /* Show the back of the gamepad if the paddles are being held or bound */
 | 
						|
    for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) {
 | 
						|
        if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED ||
 | 
						|
            binding_element == i) {
 | 
						|
            showing_front = SDL_FALSE;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
        showing_front = SDL_FALSE;
 | 
						|
    }
 | 
						|
    return showing_front;
 | 
						|
}
 | 
						|
 | 
						|
static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
 | 
						|
{
 | 
						|
    SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
 | 
						|
}
 | 
						|
 | 
						|
static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
 | 
						|
{
 | 
						|
    SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
 | 
						|
{
 | 
						|
    SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
 | 
						|
{
 | 
						|
    SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
static void OpenVirtualGamepad(void)
 | 
						|
{
 | 
						|
    SDL_VirtualJoystickDesc desc;
 | 
						|
    SDL_JoystickID virtual_id;
 | 
						|
 | 
						|
    if (virtual_joystick) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_zero(desc);
 | 
						|
    desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
 | 
						|
    desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
 | 
						|
    desc.naxes = SDL_GAMEPAD_AXIS_MAX;
 | 
						|
    desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
 | 
						|
    desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
 | 
						|
    desc.Rumble = VirtualGamepadRumble;
 | 
						|
    desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
 | 
						|
    desc.SetLED = VirtualGamepadSetLED;
 | 
						|
 | 
						|
    virtual_id = SDL_AttachVirtualJoystickEx(&desc);
 | 
						|
    if (virtual_id == 0) {
 | 
						|
        SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
 | 
						|
    } else {
 | 
						|
        virtual_joystick = SDL_OpenJoystick(virtual_id);
 | 
						|
        if (!virtual_joystick) {
 | 
						|
            SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void CloseVirtualGamepad(void)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
    SDL_JoystickID *joysticks = SDL_GetJoysticks(NULL);
 | 
						|
    if (joysticks) {
 | 
						|
        for (i = 0; joysticks[i]; ++i) {
 | 
						|
            SDL_JoystickID instance_id = joysticks[i];
 | 
						|
            if (SDL_IsJoystickVirtual(instance_id)) {
 | 
						|
                SDL_DetachVirtualJoystick(instance_id);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDL_free(joysticks);
 | 
						|
    }
 | 
						|
 | 
						|
    if (virtual_joystick) {
 | 
						|
        SDL_CloseJoystick(virtual_joystick);
 | 
						|
        virtual_joystick = NULL;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualGamepadMouseMotion(float x, float y)
 | 
						|
{
 | 
						|
    if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
 | 
						|
        if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
 | 
						|
            const float MOVING_DISTANCE = 2.0f;
 | 
						|
            if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
 | 
						|
                SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
 | 
						|
                SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
 | 
						|
                virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
 | 
						|
        if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
 | 
						|
            virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
 | 
						|
            int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
 | 
						|
            float distance = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), 0.0f, 1.0f);
 | 
						|
            Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, value);
 | 
						|
        } else {
 | 
						|
            float distanceX = SDL_clamp((x - virtual_axis_start_x) / GetGamepadImageAxisWidth(image), -1.0f, 1.0f);
 | 
						|
            float distanceY = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), -1.0f, 1.0f);
 | 
						|
            Sint16 valueX, valueY;
 | 
						|
 | 
						|
            if (distanceX >= 0) {
 | 
						|
                valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
 | 
						|
            } else {
 | 
						|
                valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
 | 
						|
            }
 | 
						|
            if (distanceY >= 0) {
 | 
						|
                valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
 | 
						|
            } else {
 | 
						|
                valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
 | 
						|
            }
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, valueY);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualGamepadMouseDown(float x, float y)
 | 
						|
{
 | 
						|
    int element = GetGamepadImageElementAt(image, x, y);
 | 
						|
 | 
						|
    if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (element < SDL_GAMEPAD_BUTTON_MAX) {
 | 
						|
        virtual_button_active = (SDL_GamepadButton)element;
 | 
						|
        SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
 | 
						|
    } else {
 | 
						|
        switch (element) {
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
 | 
						|
            virtual_axis_active = SDL_GAMEPAD_AXIS_LEFTX;
 | 
						|
            break;
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
 | 
						|
            virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHTX;
 | 
						|
            break;
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
 | 
						|
            virtual_axis_active = SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
 | 
						|
            break;
 | 
						|
        case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
 | 
						|
            virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
        virtual_axis_start_x = x;
 | 
						|
        virtual_axis_start_y = y;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualGamepadMouseUp(float x, float y)
 | 
						|
{
 | 
						|
    if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
 | 
						|
        SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
 | 
						|
        virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
 | 
						|
    }
 | 
						|
 | 
						|
    if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
 | 
						|
        if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
 | 
						|
            virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
 | 
						|
        } else {
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, 0);
 | 
						|
            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, 0);
 | 
						|
        }
 | 
						|
        virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void DrawGamepadWaiting(SDL_Renderer *renderer)
 | 
						|
{
 | 
						|
    const char *text = "Waiting for gamepad, press A to add a virtual controller";
 | 
						|
    float x, y;
 | 
						|
 | 
						|
    x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
 | 
						|
    y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2;
 | 
						|
    SDLTest_DrawString(renderer, x, y, text);
 | 
						|
}
 | 
						|
 | 
						|
static void DrawGamepadInfo(SDL_Renderer *renderer)
 | 
						|
{
 | 
						|
    const char *type;
 | 
						|
    const char *serial;
 | 
						|
    char text[128];
 | 
						|
    float x, y;
 | 
						|
 | 
						|
    if (title_highlighted) {
 | 
						|
        Uint8 r, g, b, a;
 | 
						|
 | 
						|
        SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
 | 
						|
 | 
						|
        if (title_pressed) {
 | 
						|
            SDL_SetRenderDrawColor(renderer, PRESSED_COLOR);
 | 
						|
        } else {
 | 
						|
            SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR);
 | 
						|
        }
 | 
						|
        SDL_RenderFillRect(renderer, &title_area);
 | 
						|
 | 
						|
        SDL_SetRenderDrawColor(renderer, r, g, b, a);
 | 
						|
    }
 | 
						|
 | 
						|
    if (type_highlighted) {
 | 
						|
        Uint8 r, g, b, a;
 | 
						|
 | 
						|
        SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
 | 
						|
 | 
						|
        if (type_pressed) {
 | 
						|
            SDL_SetRenderDrawColor(renderer, PRESSED_COLOR);
 | 
						|
        } else {
 | 
						|
            SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR);
 | 
						|
        }
 | 
						|
        SDL_RenderFillRect(renderer, &type_area);
 | 
						|
 | 
						|
        SDL_SetRenderDrawColor(renderer, r, g, b, a);
 | 
						|
    }
 | 
						|
 | 
						|
    if (controller->joystick) {
 | 
						|
        SDL_snprintf(text, sizeof(text), "(%" SDL_PRIu32 ")", SDL_GetJoystickInstanceID(controller->joystick));
 | 
						|
        x = (float)SCREEN_WIDTH - (FONT_CHARACTER_SIZE * SDL_strlen(text)) - 8.0f;
 | 
						|
        y = 8.0f;
 | 
						|
        SDLTest_DrawString(renderer, x, y, text);
 | 
						|
    }
 | 
						|
 | 
						|
    if (controller_name && *controller_name) {
 | 
						|
        x = title_area.x + title_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(controller_name)) / 2;
 | 
						|
        y = title_area.y + title_area.h / 2 - FONT_CHARACTER_SIZE / 2;
 | 
						|
        SDLTest_DrawString(renderer, x, y, controller_name);
 | 
						|
    }
 | 
						|
 | 
						|
    if (SDL_IsJoystickVirtual(controller->id)) {
 | 
						|
        SDL_strlcpy(text, "Click on the gamepad image below to generate input", sizeof(text));
 | 
						|
        x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
 | 
						|
        y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2 + FONT_LINE_HEIGHT + 2.0f;
 | 
						|
        SDLTest_DrawString(renderer, x, y, text);
 | 
						|
    }
 | 
						|
 | 
						|
    type = GetGamepadTypeString(SDL_GetGamepadType(controller->gamepad));
 | 
						|
    x = type_area.x + type_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(type)) / 2;
 | 
						|
    y = type_area.y + type_area.h / 2 - FONT_CHARACTER_SIZE / 2;
 | 
						|
    SDLTest_DrawString(renderer, x, y, type);
 | 
						|
 | 
						|
    if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
        Uint64 steam_handle = SDL_GetGamepadSteamHandle(controller->gamepad);
 | 
						|
        if (steam_handle) {
 | 
						|
            SDL_snprintf(text, SDL_arraysize(text), "Steam: 0x%.16" SDL_PRIx64, steam_handle);
 | 
						|
            y = (float)SCREEN_HEIGHT - 2 * (8.0f + FONT_LINE_HEIGHT);
 | 
						|
            x = (float)SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text));
 | 
						|
            SDLTest_DrawString(renderer, x, y, text);
 | 
						|
        }
 | 
						|
 | 
						|
        SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x",
 | 
						|
                     SDL_GetJoystickVendor(controller->joystick),
 | 
						|
                     SDL_GetJoystickProduct(controller->joystick));
 | 
						|
        y = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
 | 
						|
        x = (float)SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text));
 | 
						|
        SDLTest_DrawString(renderer, x, y, text);
 | 
						|
 | 
						|
        serial = SDL_GetJoystickSerial(controller->joystick);
 | 
						|
        if (serial && *serial) {
 | 
						|
            SDL_snprintf(text, SDL_arraysize(text), "Serial: %s", serial);
 | 
						|
            x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
 | 
						|
            y = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
 | 
						|
            SDLTest_DrawString(renderer, x, y, text);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static const char *GetButtonLabel(SDL_GamepadType type, SDL_GamepadButton button)
 | 
						|
{
 | 
						|
    switch (SDL_GetGamepadButtonLabelForType(type, button)) {
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_A:
 | 
						|
        return "A";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_B:
 | 
						|
        return "B";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_X:
 | 
						|
        return "X";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_Y:
 | 
						|
        return "Y";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_CROSS:
 | 
						|
        return "Cross (X)";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
 | 
						|
        return "Circle";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_SQUARE:
 | 
						|
        return "Square";
 | 
						|
    case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE:
 | 
						|
        return "Triangle";
 | 
						|
    default:
 | 
						|
        return "UNKNOWN";
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void DrawBindingTips(SDL_Renderer *renderer)
 | 
						|
{
 | 
						|
    const char *text;
 | 
						|
    SDL_Rect image_area, button_area;
 | 
						|
    int x, y;
 | 
						|
 | 
						|
    GetGamepadImageArea(image, &image_area);
 | 
						|
    GetGamepadButtonArea(done_mapping_button, &button_area);
 | 
						|
    x = image_area.x + image_area.w / 2;
 | 
						|
    y = image_area.y + image_area.h;
 | 
						|
    y += (button_area.y - y - FONT_CHARACTER_SIZE) / 2;
 | 
						|
 | 
						|
    text = GetBindingInstruction();
 | 
						|
 | 
						|
    if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
        SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
 | 
						|
    } else {
 | 
						|
        Uint8 r, g, b, a;
 | 
						|
        SDL_FRect rect;
 | 
						|
        SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH;
 | 
						|
        SDL_bool bound_forward = MappingHasElement(controller->mapping, action_forward);
 | 
						|
        SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST;
 | 
						|
        SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
 | 
						|
        SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST;
 | 
						|
        SDL_bool bound_delete = MappingHasElement(controller->mapping, action_delete);
 | 
						|
 | 
						|
        y -= (FONT_CHARACTER_SIZE + BUTTON_MARGIN) / 2;
 | 
						|
 | 
						|
        rect.w = 2.0f + (FONT_CHARACTER_SIZE * SDL_strlen(text)) + 2.0f;
 | 
						|
        rect.h = 2.0f + FONT_CHARACTER_SIZE + 2.0f;
 | 
						|
        rect.x = (float)x - rect.w / 2;
 | 
						|
        rect.y = (float)y - 2.0f;
 | 
						|
 | 
						|
        SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
 | 
						|
        SDL_SetRenderDrawColor(renderer, SELECTED_COLOR);
 | 
						|
        SDL_RenderFillRect(renderer, &rect);
 | 
						|
        SDL_SetRenderDrawColor(renderer, r, g, b, a);
 | 
						|
        SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
 | 
						|
 | 
						|
        y += (FONT_CHARACTER_SIZE + BUTTON_MARGIN);
 | 
						|
 | 
						|
        if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
            text = "(press RETURN to complete)";
 | 
						|
        } else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE ||
 | 
						|
                   binding_element == action_forward ||
 | 
						|
                   binding_element == action_backward) {
 | 
						|
            text = "(press ESC to cancel)";
 | 
						|
        } else {
 | 
						|
            static char dynamic_text[128];
 | 
						|
            SDL_GamepadType type = GetGamepadImageType(image);
 | 
						|
            if (binding_flow && bound_forward && bound_backward) {
 | 
						|
                if (binding_element != action_delete && bound_delete) {
 | 
						|
                    SDL_snprintf(dynamic_text, sizeof(dynamic_text), "(press %s to skip, %s to go back, %s to delete, and ESC to cancel)", GetButtonLabel(type, action_forward), GetButtonLabel(type, action_backward), GetButtonLabel(type, action_delete));
 | 
						|
                } else {
 | 
						|
                    SDL_snprintf(dynamic_text, sizeof(dynamic_text), "(press %s to skip, %s to go back, SPACE to delete, and ESC to cancel)", GetButtonLabel(type, action_forward), GetButtonLabel(type, action_backward));
 | 
						|
                }
 | 
						|
                text = dynamic_text;
 | 
						|
            } else {
 | 
						|
                text = "(press SPACE to delete and ESC to cancel)";
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void UpdateGamepadEffects(void)
 | 
						|
{
 | 
						|
    if (display_mode != CONTROLLER_MODE_TESTING || !controller->gamepad) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Update LED based on left thumbstick position */
 | 
						|
    {
 | 
						|
        Sint16 x = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTX);
 | 
						|
        Sint16 y = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTY);
 | 
						|
 | 
						|
        if (!set_LED) {
 | 
						|
            set_LED = (x < -8000 || x > 8000 || y > 8000);
 | 
						|
        }
 | 
						|
        if (set_LED) {
 | 
						|
            Uint8 r, g, b;
 | 
						|
 | 
						|
            if (x < 0) {
 | 
						|
                r = (Uint8)(((~x) * 255) / 32767);
 | 
						|
                b = 0;
 | 
						|
            } else {
 | 
						|
                r = 0;
 | 
						|
                b = (Uint8)(((int)(x)*255) / 32767);
 | 
						|
            }
 | 
						|
            if (y > 0) {
 | 
						|
                g = (Uint8)(((int)(y)*255) / 32767);
 | 
						|
            } else {
 | 
						|
                g = 0;
 | 
						|
            }
 | 
						|
 | 
						|
            SDL_SetGamepadLED(controller->gamepad, r, g, b);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (controller->trigger_effect == 0) {
 | 
						|
        /* Update rumble based on trigger state */
 | 
						|
        {
 | 
						|
            Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
 | 
						|
            Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
 | 
						|
            Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
 | 
						|
            Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
 | 
						|
            SDL_RumbleGamepad(controller->gamepad, low_frequency_rumble, high_frequency_rumble, 250);
 | 
						|
        }
 | 
						|
 | 
						|
        /* Update trigger rumble based on thumbstick state */
 | 
						|
        {
 | 
						|
            Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTY);
 | 
						|
            Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
 | 
						|
            Uint16 left_rumble = ConvertAxisToRumble(~left);
 | 
						|
            Uint16 right_rumble = ConvertAxisToRumble(~right);
 | 
						|
 | 
						|
            SDL_RumbleGamepadTriggers(controller->gamepad, left_rumble, right_rumble, 250);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void loop(void *arg)
 | 
						|
{
 | 
						|
    SDL_Event event;
 | 
						|
 | 
						|
    /* Update to get the current event state */
 | 
						|
    SDL_PumpEvents();
 | 
						|
 | 
						|
    /* Process all currently pending events */
 | 
						|
    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1) {
 | 
						|
        SDL_ConvertEventToRenderCoordinates(screen, &event);
 | 
						|
 | 
						|
        switch (event.type) {
 | 
						|
        case SDL_EVENT_JOYSTICK_ADDED:
 | 
						|
            AddController(event.jdevice.which, SDL_TRUE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_JOYSTICK_REMOVED:
 | 
						|
            DelController(event.jdevice.which);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_JOYSTICK_AXIS_MOTION:
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                if (event.jaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.jaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
 | 
						|
                    SetController(event.jaxis.which);
 | 
						|
                }
 | 
						|
            } else if (display_mode == CONTROLLER_MODE_BINDING &&
 | 
						|
                       event.jaxis.which == controller->id &&
 | 
						|
                       event.jaxis.axis < controller->num_axes &&
 | 
						|
                       binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 gamepad needed 96 */
 | 
						|
                AxisState *pAxisState = &controller->axis_state[event.jaxis.axis];
 | 
						|
                int nValue = event.jaxis.value;
 | 
						|
                int nCurrentDistance, nFarthestDistance;
 | 
						|
                if (!pAxisState->m_bMoving) {
 | 
						|
                    Sint16 nInitialValue;
 | 
						|
                    pAxisState->m_bMoving = SDL_GetJoystickAxisInitialState(controller->joystick, event.jaxis.axis, &nInitialValue);
 | 
						|
                    pAxisState->m_nLastValue = nValue;
 | 
						|
                    pAxisState->m_nStartingValue = nInitialValue;
 | 
						|
                    pAxisState->m_nFarthestValue = nInitialValue;
 | 
						|
                } else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) {
 | 
						|
                    break;
 | 
						|
                } else {
 | 
						|
                    pAxisState->m_nLastValue = nValue;
 | 
						|
                }
 | 
						|
                nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
 | 
						|
                nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
 | 
						|
                if (nCurrentDistance > nFarthestDistance) {
 | 
						|
                    pAxisState->m_nFarthestValue = nValue;
 | 
						|
                    nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
 | 
						|
                }
 | 
						|
 | 
						|
#ifdef DEBUG_AXIS_MAPPING
 | 
						|
                SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
 | 
						|
#endif
 | 
						|
                /* If we've gone out far enough and started to come back, let's bind this axis */
 | 
						|
                if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) {
 | 
						|
                    char binding[12];
 | 
						|
                    int axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
 | 
						|
                    int axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
 | 
						|
 | 
						|
                    if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MIN) {
 | 
						|
                        /* The negative half axis */
 | 
						|
                        (void)SDL_snprintf(binding, sizeof(binding), "-a%d", event.jaxis.axis);
 | 
						|
                    } else if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MAX) {
 | 
						|
                        /* The positive half axis */
 | 
						|
                        (void)SDL_snprintf(binding, sizeof(binding), "+a%d", event.jaxis.axis);
 | 
						|
                    } else {
 | 
						|
                        (void)SDL_snprintf(binding, sizeof(binding), "a%d", event.jaxis.axis);
 | 
						|
                        if (axis_min > axis_max) {
 | 
						|
                            /* Invert the axis */
 | 
						|
                            SDL_strlcat(binding, "~", SDL_arraysize(binding));
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
#ifdef DEBUG_AXIS_MAPPING
 | 
						|
                    SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event.jaxis.axis, axis_min, axis_max, binding);
 | 
						|
#endif
 | 
						|
                    CommitBindingElement(binding, SDL_FALSE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                SetController(event.jbutton.which);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_JOYSTICK_BUTTON_UP:
 | 
						|
            if (display_mode == CONTROLLER_MODE_BINDING &&
 | 
						|
                event.jbutton.which == controller->id &&
 | 
						|
                binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                char binding[12];
 | 
						|
 | 
						|
                SDL_snprintf(binding, sizeof(binding), "b%d", event.jbutton.button);
 | 
						|
                CommitBindingElement(binding, SDL_FALSE);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_JOYSTICK_HAT_MOTION:
 | 
						|
            if (display_mode == CONTROLLER_MODE_BINDING &&
 | 
						|
                event.jhat.which == controller->id &&
 | 
						|
                event.jhat.value != SDL_HAT_CENTERED &&
 | 
						|
                binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                char binding[12];
 | 
						|
 | 
						|
                SDL_snprintf(binding, sizeof(binding), "h%d.%d", event.jhat.hat, event.jhat.value);
 | 
						|
                CommitBindingElement(binding, SDL_FALSE);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_GAMEPAD_ADDED:
 | 
						|
            HandleGamepadAdded(event.gdevice.which, SDL_TRUE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_GAMEPAD_REMOVED:
 | 
						|
            HandleGamepadRemoved(event.gdevice.which);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_GAMEPAD_REMAPPED:
 | 
						|
            HandleGamepadRemapped(event.gdevice.which);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED:
 | 
						|
            RefreshControllerName();
 | 
						|
            break;
 | 
						|
 | 
						|
#ifdef VERBOSE_TOUCHPAD
 | 
						|
        case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
 | 
						|
        case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
 | 
						|
        case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
 | 
						|
            SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
 | 
						|
                    event.gtouchpad.which,
 | 
						|
                    event.gtouchpad.touchpad,
 | 
						|
                    event.gtouchpad.finger,
 | 
						|
                    (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ? "pressed at" : (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_UP ? "released at" : "moved to")),
 | 
						|
                    event.gtouchpad.x,
 | 
						|
                    event.gtouchpad.y,
 | 
						|
                    event.gtouchpad.pressure);
 | 
						|
            break;
 | 
						|
#endif /* VERBOSE_TOUCHPAD */
 | 
						|
 | 
						|
#ifdef VERBOSE_SENSORS
 | 
						|
        case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
 | 
						|
            SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
 | 
						|
                    event.gsensor.which,
 | 
						|
                    GetSensorName((SDL_SensorType) event.gsensor.sensor),
 | 
						|
                    event.gsensor.data[0],
 | 
						|
                    event.gsensor.data[1],
 | 
						|
                    event.gsensor.data[2],
 | 
						|
                    event.gsensor.sensor_timestamp);
 | 
						|
            break;
 | 
						|
#endif /* VERBOSE_SENSORS */
 | 
						|
 | 
						|
#ifdef VERBOSE_AXES
 | 
						|
        case SDL_EVENT_GAMEPAD_AXIS_MOTION:
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
 | 
						|
                    SetController(event.gaxis.which);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
 | 
						|
                    event.gaxis.which,
 | 
						|
                    SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event.gaxis.axis),
 | 
						|
                    event.gaxis.value);
 | 
						|
            break;
 | 
						|
#endif /* VERBOSE_AXES */
 | 
						|
 | 
						|
        case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
 | 
						|
        case SDL_EVENT_GAMEPAD_BUTTON_UP:
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
 | 
						|
                    SetController(event.gbutton.which);
 | 
						|
                }
 | 
						|
            }
 | 
						|
#ifdef VERBOSE_BUTTONS
 | 
						|
            SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
 | 
						|
                    event.gbutton.which,
 | 
						|
                    SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button),
 | 
						|
                    event.gbutton.state ? "pressed" : "released");
 | 
						|
#endif /* VERBOSE_BUTTONS */
 | 
						|
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                /* Cycle PS5 trigger effects when the microphone button is pressed */
 | 
						|
                if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
 | 
						|
                    controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5 &&
 | 
						|
                    event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) {
 | 
						|
                    CyclePS5TriggerEffect(controller);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_MOUSE_BUTTON_DOWN:
 | 
						|
            if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
 | 
						|
                VirtualGamepadMouseDown(event.button.x, event.button.y);
 | 
						|
            }
 | 
						|
            UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_MOUSE_BUTTON_UP:
 | 
						|
            if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
 | 
						|
                VirtualGamepadMouseUp(event.button.x, event.button.y);
 | 
						|
            }
 | 
						|
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                if (GamepadButtonContains(setup_mapping_button, event.button.x, event.button.y)) {
 | 
						|
                    SetDisplayMode(CONTROLLER_MODE_BINDING);
 | 
						|
                }
 | 
						|
            } else if (display_mode == CONTROLLER_MODE_BINDING) {
 | 
						|
                if (GamepadButtonContains(done_mapping_button, event.button.x, event.button.y)) {
 | 
						|
                    if (controller->mapping) {
 | 
						|
                        SDL_Log("Mapping complete:\n");
 | 
						|
                        SDL_Log("%s\n", controller->mapping);
 | 
						|
                    }
 | 
						|
                    SetDisplayMode(CONTROLLER_MODE_TESTING);
 | 
						|
                } else if (GamepadButtonContains(cancel_button, event.button.x, event.button.y)) {
 | 
						|
                    CancelMapping();
 | 
						|
                } else if (GamepadButtonContains(clear_button, event.button.x, event.button.y)) {
 | 
						|
                    ClearMapping();
 | 
						|
                } else if (controller->has_bindings &&
 | 
						|
                           GamepadButtonContains(copy_button, event.button.x, event.button.y)) {
 | 
						|
                    CopyMapping();
 | 
						|
                } else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
 | 
						|
                    PasteMapping();
 | 
						|
                } else if (title_pressed) {
 | 
						|
                    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, SDL_FALSE);
 | 
						|
                } else if (type_pressed) {
 | 
						|
                    SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_FALSE);
 | 
						|
                } else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
 | 
						|
                    int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y);
 | 
						|
                    if (type != SDL_GAMEPAD_TYPE_UNSELECTED) {
 | 
						|
                        CommitGamepadType((SDL_GamepadType)type);
 | 
						|
                        StopBinding();
 | 
						|
                    }
 | 
						|
                } else {
 | 
						|
                    int gamepad_element = SDL_GAMEPAD_ELEMENT_INVALID;
 | 
						|
                    char *joystick_element;
 | 
						|
 | 
						|
                    if (controller->joystick != virtual_joystick) {
 | 
						|
                        gamepad_element = GetGamepadImageElementAt(image, event.button.x, event.button.y);
 | 
						|
                    }
 | 
						|
                    if (gamepad_element == SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                        gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
 | 
						|
                    }
 | 
						|
                    if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                        /* Set this to SDL_FALSE if you don't want to start the binding flow at this point */
 | 
						|
                        const SDL_bool should_start_flow = SDL_TRUE;
 | 
						|
                        SetCurrentBindingElement(gamepad_element, should_start_flow);
 | 
						|
                    }
 | 
						|
 | 
						|
                    joystick_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, event.button.x, event.button.y);
 | 
						|
                    if (joystick_element) {
 | 
						|
                        CommitBindingElement(joystick_element, SDL_TRUE);
 | 
						|
                        SDL_free(joystick_element);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
            UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_MOUSE_MOTION:
 | 
						|
            if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
 | 
						|
                VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
 | 
						|
            }
 | 
						|
            UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? SDL_TRUE : SDL_FALSE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_EVENT_KEY_DOWN:
 | 
						|
            if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
                if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
 | 
						|
                    if (controller && controller->gamepad) {
 | 
						|
                        int player_index = (event.key.keysym.sym - SDLK_0);
 | 
						|
 | 
						|
                        SDL_SetGamepadPlayerIndex(controller->gamepad, player_index);
 | 
						|
                    }
 | 
						|
                    break;
 | 
						|
                } else if (event.key.keysym.sym == SDLK_a) {
 | 
						|
                    OpenVirtualGamepad();
 | 
						|
                } else if (event.key.keysym.sym == SDLK_d) {
 | 
						|
                    CloseVirtualGamepad();
 | 
						|
                } else if (event.key.keysym.sym == SDLK_r && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
 | 
						|
                    SDL_ReloadGamepadMappings();
 | 
						|
                } else if (event.key.keysym.sym == SDLK_ESCAPE) {
 | 
						|
                    done = SDL_TRUE;
 | 
						|
                }
 | 
						|
            } else if (display_mode == CONTROLLER_MODE_BINDING) {
 | 
						|
                if (event.key.keysym.sym == SDLK_c && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
 | 
						|
                    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        CopyControllerName();
 | 
						|
                    } else {
 | 
						|
                        CopyMapping();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_v && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
 | 
						|
                    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        ClearControllerName();
 | 
						|
                        PasteControllerName();
 | 
						|
                    } else {
 | 
						|
                        PasteMapping();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_x && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
 | 
						|
                    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        CopyControllerName();
 | 
						|
                        ClearControllerName();
 | 
						|
                    } else {
 | 
						|
                        CopyMapping();
 | 
						|
                        ClearMapping();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_SPACE) {
 | 
						|
                    if (binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        ClearBinding();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_BACKSPACE) {
 | 
						|
                    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        BackspaceControllerName();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_RETURN) {
 | 
						|
                    if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                        StopBinding();
 | 
						|
                    }
 | 
						|
                } else if (event.key.keysym.sym == SDLK_ESCAPE) {
 | 
						|
                    if (binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
                        StopBinding();
 | 
						|
                    } else {
 | 
						|
                        CancelMapping();
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
            break;
 | 
						|
        case SDL_EVENT_TEXT_INPUT:
 | 
						|
            if (display_mode == CONTROLLER_MODE_BINDING) {
 | 
						|
                if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
 | 
						|
                    AddControllerNameText(event.text.text);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            break;
 | 
						|
        case SDL_EVENT_QUIT:
 | 
						|
            done = SDL_TRUE;
 | 
						|
            break;
 | 
						|
        default:
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Wait 30 ms for joystick events to stop coming in,
 | 
						|
       in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger)
 | 
						|
    */
 | 
						|
    if (binding_advance_time && SDL_GetTicks() > (binding_advance_time + 30)) {
 | 
						|
        if (binding_flow) {
 | 
						|
            SetNextBindingElement();
 | 
						|
        } else {
 | 
						|
            StopBinding();
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* blank screen, set up for drawing this frame. */
 | 
						|
    SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
 | 
						|
    SDL_RenderClear(screen);
 | 
						|
    SDL_SetRenderDrawColor(screen, 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
 | 
						|
 | 
						|
    if (controller) {
 | 
						|
        SetGamepadImageShowingFront(image, ShowingFront());
 | 
						|
        UpdateGamepadImageFromGamepad(image, controller->gamepad);
 | 
						|
        if (display_mode == CONTROLLER_MODE_BINDING &&
 | 
						|
            binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
 | 
						|
            SetGamepadImageElement(image, binding_element, SDL_TRUE);
 | 
						|
        }
 | 
						|
        RenderGamepadImage(image);
 | 
						|
 | 
						|
        if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
 | 
						|
            SetGamepadTypeDisplayRealType(gamepad_type, SDL_GetRealGamepadType(controller->gamepad));
 | 
						|
            RenderGamepadTypeDisplay(gamepad_type);
 | 
						|
        } else {
 | 
						|
            RenderGamepadDisplay(gamepad_elements, controller->gamepad);
 | 
						|
        }
 | 
						|
        RenderJoystickDisplay(joystick_elements, controller->joystick);
 | 
						|
 | 
						|
        if (display_mode == CONTROLLER_MODE_TESTING) {
 | 
						|
            RenderGamepadButton(setup_mapping_button);
 | 
						|
        } else if (display_mode == CONTROLLER_MODE_BINDING) {
 | 
						|
            DrawBindingTips(screen);
 | 
						|
            RenderGamepadButton(done_mapping_button);
 | 
						|
            RenderGamepadButton(cancel_button);
 | 
						|
            RenderGamepadButton(clear_button);
 | 
						|
            if (controller->has_bindings) {
 | 
						|
                RenderGamepadButton(copy_button);
 | 
						|
            }
 | 
						|
            RenderGamepadButton(paste_button);
 | 
						|
        }
 | 
						|
 | 
						|
        DrawGamepadInfo(screen);
 | 
						|
 | 
						|
        UpdateGamepadEffects();
 | 
						|
    } else {
 | 
						|
        DrawGamepadWaiting(screen);
 | 
						|
    }
 | 
						|
    SDL_Delay(16);
 | 
						|
    SDL_RenderPresent(screen);
 | 
						|
 | 
						|
#ifdef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
    if (done) {
 | 
						|
        emscripten_cancel_main_loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    SDL_bool show_mappings = SDL_FALSE;
 | 
						|
    int i;
 | 
						|
    float content_scale;
 | 
						|
    int screen_width, screen_height;
 | 
						|
    SDL_Rect area;
 | 
						|
    int gamepad_index = -1;
 | 
						|
    SDLTest_CommonState *state;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, 0);
 | 
						|
    if (!state) {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_LINUX_DEADZONES, "1");
 | 
						|
 | 
						|
    /* Enable standard application logging */
 | 
						|
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 | 
						|
 | 
						|
    /* Parse commandline */
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (!consumed) {
 | 
						|
            if (SDL_strcmp(argv[i], "--mappings") == 0) {
 | 
						|
                show_mappings = SDL_TRUE;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcmp(argv[i], "--virtual") == 0) {
 | 
						|
                OpenVirtualGamepad();
 | 
						|
                consumed = 1;
 | 
						|
            } else if (gamepad_index < 0) {
 | 
						|
                char *endptr = NULL;
 | 
						|
                gamepad_index = (int)SDL_strtol(argv[i], &endptr, 0);
 | 
						|
                if (endptr != argv[i] && *endptr == '\0' && gamepad_index >= 0) {
 | 
						|
                    consumed = 1;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed <= 0) {
 | 
						|
            static const char *options[] = { "[--mappings]", "[--virtual]", "[index]", NULL };
 | 
						|
            SDLTest_CommonLogUsage(state, argv[0], options);
 | 
						|
            return 1;
 | 
						|
        }
 | 
						|
 | 
						|
        i += consumed;
 | 
						|
    }
 | 
						|
    if (gamepad_index < 0) {
 | 
						|
        gamepad_index = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Initialize SDL (Note: video is required to start event loop) */
 | 
						|
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
 | 
						|
 | 
						|
    if (show_mappings) {
 | 
						|
        int count = 0;
 | 
						|
        char **mappings = SDL_GetGamepadMappings(&count);
 | 
						|
        int map_i;
 | 
						|
        SDL_Log("Supported mappings:\n");
 | 
						|
        for (map_i = 0; map_i < count; ++map_i) {
 | 
						|
            SDL_Log("\t%s\n", mappings[map_i]);
 | 
						|
        }
 | 
						|
        SDL_Log("\n");
 | 
						|
        SDL_free(mappings);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create a window to display gamepad state */
 | 
						|
    content_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
 | 
						|
    if (content_scale == 0.0f) {
 | 
						|
        content_scale = 1.0f;
 | 
						|
    }
 | 
						|
    screen_width = (int)SDL_ceilf(SCREEN_WIDTH * content_scale);
 | 
						|
    screen_height = (int)SDL_ceilf(SCREEN_HEIGHT * content_scale);
 | 
						|
    window = SDL_CreateWindow("SDL Controller Test", screen_width, screen_height, 0);
 | 
						|
    if (!window) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
 | 
						|
        return 2;
 | 
						|
    }
 | 
						|
 | 
						|
    screen = SDL_CreateRenderer(window, NULL, 0);
 | 
						|
    if (!screen) {
 | 
						|
        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_SetRenderLogicalPresentation(screen, SCREEN_WIDTH, SCREEN_HEIGHT,
 | 
						|
                                     SDL_LOGICAL_PRESENTATION_LETTERBOX,
 | 
						|
                                     SDL_SCALEMODE_LINEAR);
 | 
						|
 | 
						|
 | 
						|
    title_area.w = (float)GAMEPAD_WIDTH;
 | 
						|
    title_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
 | 
						|
    title_area.x = (float)PANEL_WIDTH + PANEL_SPACING;
 | 
						|
    title_area.y = (float)TITLE_HEIGHT / 2 - title_area.h / 2;
 | 
						|
 | 
						|
    type_area.w = (float)PANEL_WIDTH - 2 * BUTTON_MARGIN;
 | 
						|
    type_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
 | 
						|
    type_area.x = (float)BUTTON_MARGIN;
 | 
						|
    type_area.y = (float)TITLE_HEIGHT / 2 - type_area.h / 2;
 | 
						|
 | 
						|
    image = CreateGamepadImage(screen);
 | 
						|
    if (!image) {
 | 
						|
        SDL_DestroyRenderer(screen);
 | 
						|
        SDL_DestroyWindow(window);
 | 
						|
        return 2;
 | 
						|
    }
 | 
						|
    SetGamepadImagePosition(image, PANEL_WIDTH + PANEL_SPACING, TITLE_HEIGHT);
 | 
						|
 | 
						|
    gamepad_elements = CreateGamepadDisplay(screen);
 | 
						|
    area.x = 0;
 | 
						|
    area.y = TITLE_HEIGHT;
 | 
						|
    area.w = PANEL_WIDTH;
 | 
						|
    area.h = GAMEPAD_HEIGHT;
 | 
						|
    SetGamepadDisplayArea(gamepad_elements, &area);
 | 
						|
 | 
						|
    gamepad_type = CreateGamepadTypeDisplay(screen);
 | 
						|
    area.x = 0;
 | 
						|
    area.y = TITLE_HEIGHT;
 | 
						|
    area.w = PANEL_WIDTH;
 | 
						|
    area.h = GAMEPAD_HEIGHT;
 | 
						|
    SetGamepadTypeDisplayArea(gamepad_type, &area);
 | 
						|
 | 
						|
    joystick_elements = CreateJoystickDisplay(screen);
 | 
						|
    area.x = PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING;
 | 
						|
    area.y = TITLE_HEIGHT;
 | 
						|
    area.w = PANEL_WIDTH;
 | 
						|
    area.h = GAMEPAD_HEIGHT;
 | 
						|
    SetJoystickDisplayArea(joystick_elements, &area);
 | 
						|
 | 
						|
    setup_mapping_button = CreateGamepadButton(screen, "Setup Mapping");
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(setup_mapping_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(setup_mapping_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.x = BUTTON_MARGIN;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(setup_mapping_button, &area);
 | 
						|
 | 
						|
    cancel_button = CreateGamepadButton(screen, "Cancel");
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(cancel_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(cancel_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.x = BUTTON_MARGIN;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(cancel_button, &area);
 | 
						|
 | 
						|
    clear_button = CreateGamepadButton(screen, "Clear");
 | 
						|
    area.x += area.w + BUTTON_PADDING;
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(clear_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(clear_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(clear_button, &area);
 | 
						|
 | 
						|
    copy_button = CreateGamepadButton(screen, "Copy");
 | 
						|
    area.x += area.w + BUTTON_PADDING;
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(copy_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(copy_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(copy_button, &area);
 | 
						|
 | 
						|
    paste_button = CreateGamepadButton(screen, "Paste");
 | 
						|
    area.x += area.w + BUTTON_PADDING;
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(paste_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(paste_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(paste_button, &area);
 | 
						|
 | 
						|
    done_mapping_button = CreateGamepadButton(screen, "Done");
 | 
						|
    area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(done_mapping_button) + 2 * BUTTON_PADDING);
 | 
						|
    area.h = GetGamepadButtonLabelHeight(done_mapping_button) + 2 * BUTTON_PADDING;
 | 
						|
    area.x = SCREEN_WIDTH / 2 - area.w / 2;
 | 
						|
    area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
 | 
						|
    SetGamepadButtonArea(done_mapping_button, &area);
 | 
						|
 | 
						|
    /* Process the initial gamepad list */
 | 
						|
    loop(NULL);
 | 
						|
 | 
						|
    if (gamepad_index < num_controllers) {
 | 
						|
        SetController(controllers[gamepad_index].id);
 | 
						|
    } else if (num_controllers > 0) {
 | 
						|
        SetController(controllers[0].id);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Loop, getting gamepad events! */
 | 
						|
#ifdef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
    emscripten_set_main_loop_arg(loop, NULL, 0, 1);
 | 
						|
#else
 | 
						|
    while (!done) {
 | 
						|
        loop(NULL);
 | 
						|
    }
 | 
						|
#endif
 | 
						|
 | 
						|
    CloseVirtualGamepad();
 | 
						|
    while (num_controllers > 0) {
 | 
						|
        HandleGamepadRemoved(controllers[0].id);
 | 
						|
        DelController(controllers[0].id);
 | 
						|
    }
 | 
						|
    SDL_free(controllers);
 | 
						|
    SDL_free(controller_name);
 | 
						|
    DestroyGamepadImage(image);
 | 
						|
    DestroyGamepadDisplay(gamepad_elements);
 | 
						|
    DestroyGamepadTypeDisplay(gamepad_type);
 | 
						|
    DestroyJoystickDisplay(joystick_elements);
 | 
						|
    DestroyGamepadButton(setup_mapping_button);
 | 
						|
    DestroyGamepadButton(done_mapping_button);
 | 
						|
    DestroyGamepadButton(cancel_button);
 | 
						|
    DestroyGamepadButton(clear_button);
 | 
						|
    DestroyGamepadButton(copy_button);
 | 
						|
    DestroyGamepadButton(paste_button);
 | 
						|
    SDLTest_CleanupTextDrawing();
 | 
						|
    SDL_DestroyRenderer(screen);
 | 
						|
    SDL_DestroyWindow(window);
 | 
						|
    SDL_Quit();
 | 
						|
    SDLTest_CommonDestroyState(state);
 | 
						|
    return 0;
 | 
						|
}
 |