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			930 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			930 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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/* Simple program to test the SDL game controller routines */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#include "testutils.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#ifndef SDL_JOYSTICK_DISABLED
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#define SCREEN_WIDTH    512
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#define SCREEN_HEIGHT   320
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#define BUTTON_SIZE     50
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#define AXIS_SIZE       50
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/* This is indexed by SDL_GameControllerButton. */
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static const struct { int x; int y; } button_positions[] = {
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    {387, 167},  /* SDL_CONTROLLER_BUTTON_A */
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    {431, 132},  /* SDL_CONTROLLER_BUTTON_B */
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    {342, 132},  /* SDL_CONTROLLER_BUTTON_X */
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    {389, 101},  /* SDL_CONTROLLER_BUTTON_Y */
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    {174, 132},  /* SDL_CONTROLLER_BUTTON_BACK */
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    {232, 128},  /* SDL_CONTROLLER_BUTTON_GUIDE */
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    {289, 132},  /* SDL_CONTROLLER_BUTTON_START */
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    {75,  154},  /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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    {305, 230},  /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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    {77,  40},   /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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    {396, 36},   /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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    {154, 188},  /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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    {154, 249},  /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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    {116, 217},  /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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    {186, 217},  /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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    {232, 174},  /* SDL_CONTROLLER_BUTTON_MISC1 */
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    {132, 135},  /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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    {330, 135},  /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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    {132, 175},  /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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    {330, 175},  /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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    {0, 0},      /* SDL_CONTROLLER_BUTTON_TOUCHPAD */
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};
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SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_CONTROLLER_BUTTON_MAX);
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/* This is indexed by SDL_GameControllerAxis. */
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static const struct { int x; int y; double angle; } axis_positions[] = {
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    {74,  153, 270.0},  /* LEFTX */
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    {74,  153,   0.0},  /* LEFTY */
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    {306, 231, 270.0},  /* RIGHTX */
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    {306, 231,   0.0},  /* RIGHTY */
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    {91,  -20,   0.0},  /* TRIGGERLEFT */
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    {375, -20,   0.0},  /* TRIGGERRIGHT */
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};
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SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_CONTROLLER_AXIS_MAX);
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static SDL_Window *window = NULL;
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static SDL_Renderer *screen = NULL;
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static SDL_bool retval = SDL_FALSE;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool set_LED = SDL_FALSE;
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static int trigger_effect = 0;
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static SDL_Texture *background_front, *background_back, *button, *axis;
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static SDL_GameController *gamecontroller;
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static SDL_GameController **gamecontrollers;
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static int num_controllers = 0;
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static SDL_Joystick *virtual_joystick = NULL;
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static SDL_GameControllerAxis virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
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static int virtual_axis_start_x;
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static int virtual_axis_start_y;
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static SDL_GameControllerButton virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
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static void UpdateWindowTitle()
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{
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    if (!window) {
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        return;
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    }
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    if (gamecontroller) {
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        const char *name = SDL_GameControllerName(gamecontroller);
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        const char *serial = SDL_GameControllerGetSerial(gamecontroller);
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        const char *basetitle = "Game Controller Test: ";
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        const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
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        char *title = (char *)SDL_malloc(titlelen);
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        retval = SDL_FALSE;
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        done = SDL_FALSE;
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        if (title) {
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            SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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            if (serial) {
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                SDL_strlcat(title, " (", titlelen);
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                SDL_strlcat(title, serial, titlelen);
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                SDL_strlcat(title, ")", titlelen);
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            }
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            SDL_SetWindowTitle(window, title);
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            SDL_free(title);
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        }
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    } else {
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        SDL_SetWindowTitle(window, "Waiting for controller...");
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    }
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}
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static int FindController(SDL_JoystickID controller_id)
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{
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    int i;
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    for (i = 0; i < num_controllers; ++i) {
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        if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) {
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            return i;
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        }
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    }
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    return -1;
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}
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static void AddController(int device_index, SDL_bool verbose)
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{
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    SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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    SDL_GameController *controller;
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    SDL_GameController **controllers;
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    Uint16 firmware_version;
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    controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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    if (controller_id < 0) {
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        SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError());
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        return;
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    }
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    if (FindController(controller_id) >= 0) {
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        /* We already have this controller */
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        return;
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    }
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    controller = SDL_GameControllerOpen(device_index);
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    if (!controller) {
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        SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
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        return;
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    }
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    controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers));
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    if (!controllers) {
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        SDL_GameControllerClose(controller);
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        return;
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    }
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    controllers[num_controllers++] = controller;
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    gamecontrollers = controllers;
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    gamecontroller = controller;
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    trigger_effect = 0;
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    if (verbose) {
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        const char *name = SDL_GameControllerName(gamecontroller);
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        const char *path = SDL_GameControllerPath(gamecontroller);
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        SDL_Log("Opened game controller %s%s%s\n", name, path ? ", " : "", path ? path : "");
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    }
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    firmware_version = SDL_GameControllerGetFirmwareVersion(gamecontroller);
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    if (firmware_version) {
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        if (verbose) {
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            SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
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        }
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    }
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    if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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        if (verbose) {
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            SDL_Log("Enabling accelerometer at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL));
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        }
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        SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
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    }
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    if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
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        if (verbose) {
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            SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO));
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        }
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        SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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    }
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    if (SDL_GameControllerHasRumble(gamecontroller)) {
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        SDL_Log("Rumble supported");
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    }
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    if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) {
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        SDL_Log("Trigger rumble supported");
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    }
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    UpdateWindowTitle();
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}
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static void SetController(SDL_JoystickID controller)
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{
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    int i = FindController(controller);
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    if (i < 0) {
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        return;
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    }
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    if (gamecontroller != gamecontrollers[i]) {
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        gamecontroller = gamecontrollers[i];
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        UpdateWindowTitle();
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    }
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}
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static void DelController(SDL_JoystickID controller)
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{
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    int i = FindController(controller);
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    if (i < 0) {
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        return;
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    }
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    SDL_GameControllerClose(gamecontrollers[i]);
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    --num_controllers;
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    if (i < num_controllers) {
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        SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers));
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    }
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    if (num_controllers > 0) {
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        gamecontroller = gamecontrollers[0];
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    } else {
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        gamecontroller = NULL;
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    }
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    UpdateWindowTitle();
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}
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static Uint16 ConvertAxisToRumble(Sint16 axisval)
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{
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    /* Only start rumbling if the axis is past the halfway point */
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    const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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    if (axisval > half_axis) {
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        return (Uint16)(axisval - half_axis) * 4;
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    } else {
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        return 0;
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    }
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}
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/* PS5 trigger effect documentation:
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   https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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*/
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typedef struct
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{
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    Uint8 ucEnableBits1;                /* 0 */
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    Uint8 ucEnableBits2;                /* 1 */
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    Uint8 ucRumbleRight;                /* 2 */
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    Uint8 ucRumbleLeft;                 /* 3 */
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    Uint8 ucHeadphoneVolume;            /* 4 */
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    Uint8 ucSpeakerVolume;              /* 5 */
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    Uint8 ucMicrophoneVolume;           /* 6 */
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    Uint8 ucAudioEnableBits;            /* 7 */
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    Uint8 ucMicLightMode;               /* 8 */
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    Uint8 ucAudioMuteBits;              /* 9 */
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    Uint8 rgucRightTriggerEffect[11];   /* 10 */
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    Uint8 rgucLeftTriggerEffect[11];    /* 21 */
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    Uint8 rgucUnknown1[6];              /* 32 */
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    Uint8 ucLedFlags;                   /* 38 */
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    Uint8 rgucUnknown2[2];              /* 39 */
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    Uint8 ucLedAnim;                    /* 41 */
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    Uint8 ucLedBrightness;              /* 42 */
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    Uint8 ucPadLights;                  /* 43 */
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    Uint8 ucLedRed;                     /* 44 */
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    Uint8 ucLedGreen;                   /* 45 */
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    Uint8 ucLedBlue;                    /* 46 */
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} DS5EffectsState_t;
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static void CyclePS5TriggerEffect()
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{
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    DS5EffectsState_t state;
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    Uint8 effects[3][11] =
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    {
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        /* Clear trigger effect */
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        { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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        /* Constant resistance across entire trigger pull */
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        { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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        /* Resistance and vibration when trigger is pulled */
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        { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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    };
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    trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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    SDL_zero(state);
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    state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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    SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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    SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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    SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
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}
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static SDL_bool ShowingFront()
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{
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    SDL_bool showing_front = SDL_TRUE;
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    int i;
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    if (gamecontroller) {
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        /* Show the back of the controller if the paddles are being held */
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        for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
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            if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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                showing_front = SDL_FALSE;
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                break;
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            }
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        }
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    }
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    if ((SDL_GetModState() & KMOD_SHIFT) != 0) {
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        showing_front = SDL_FALSE;
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    }
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    return showing_front;
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}
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static void SDLCALL VirtualControllerSetPlayerIndex(void *userdata, int player_index)
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{
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    SDL_Log("Virtual Controller: player index set to %d\n", player_index);
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}
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static int SDLCALL VirtualControllerRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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{
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    SDL_Log("Virtual Controller: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
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    return 0;
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}
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static int SDLCALL VirtualControllerRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
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{
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    SDL_Log("Virtual Controller: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
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    return 0;
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}
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static int SDLCALL VirtualControllerSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
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{
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    SDL_Log("Virtual Controller: LED set to RGB %d,%d,%d\n", red, green, blue);
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    return 0;
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}
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static void OpenVirtualController()
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{
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    SDL_VirtualJoystickDesc desc;
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    int virtual_index;
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    SDL_zero(desc);
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    desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
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    desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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    desc.naxes = SDL_CONTROLLER_AXIS_MAX;
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    desc.nbuttons = SDL_CONTROLLER_BUTTON_MAX;
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    desc.SetPlayerIndex = VirtualControllerSetPlayerIndex;
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    desc.Rumble = VirtualControllerRumble;
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    desc.RumbleTriggers = VirtualControllerRumbleTriggers;
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    desc.SetLED = VirtualControllerSetLED;
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    virtual_index = SDL_JoystickAttachVirtualEx(&desc);
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    if (virtual_index < 0) {
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        SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
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    } else {
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        virtual_joystick = SDL_JoystickOpen(virtual_index);
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        if (!virtual_joystick) {
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            SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
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        }
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    }
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}
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static void CloseVirtualController()
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{
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    int i;
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    for (i = SDL_NumJoysticks(); i--; ) {
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        if (SDL_JoystickIsVirtual(i)) {
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            SDL_JoystickDetachVirtual(i);
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        }
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    }
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    if (virtual_joystick) {
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        SDL_JoystickClose(virtual_joystick);
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        virtual_joystick = NULL;
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    }
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}
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static SDL_GameControllerButton FindButtonAtPosition(int x, int y)
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{
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    SDL_Point point;
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    int i;
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    SDL_bool showing_front = ShowingFront();
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    point.x = x;
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    point.y = y;
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    for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
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        SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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        if (on_front == showing_front) {
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            SDL_Rect rect;
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            rect.x = button_positions[i].x;
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            rect.y = button_positions[i].y;
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            rect.w = BUTTON_SIZE;
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            rect.h = BUTTON_SIZE;
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            if (SDL_PointInRect(&point, &rect)) {
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                return (SDL_GameControllerButton)i;
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            }
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        }
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    }
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    return SDL_CONTROLLER_BUTTON_INVALID;
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}
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static SDL_GameControllerAxis FindAxisAtPosition(int x, int y)
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{
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    SDL_Point point;
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    int i;
 | 
						|
    SDL_bool showing_front = ShowingFront();
 | 
						|
 | 
						|
    point.x = x;
 | 
						|
    point.y = y;
 | 
						|
    for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
 | 
						|
        if (showing_front) {
 | 
						|
            SDL_Rect rect;
 | 
						|
            rect.x = axis_positions[i].x;
 | 
						|
            rect.y = axis_positions[i].y;
 | 
						|
            rect.w = AXIS_SIZE;
 | 
						|
            rect.h = AXIS_SIZE;
 | 
						|
            if (SDL_PointInRect(&point, &rect)) {
 | 
						|
                return (SDL_GameControllerAxis)i;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return SDL_CONTROLLER_AXIS_INVALID;
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualControllerMouseMotion(int x, int y)
 | 
						|
{
 | 
						|
    if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
 | 
						|
        if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
 | 
						|
            const int MOVING_DISTANCE = 2;
 | 
						|
            if (SDL_abs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
 | 
						|
                SDL_abs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
 | 
						|
                SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
 | 
						|
                virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
 | 
						|
        if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
 | 
						|
            virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
 | 
						|
            int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
 | 
						|
            float distance = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
 | 
						|
            Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
 | 
						|
            SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, value);
 | 
						|
        } else {
 | 
						|
            float distanceX = SDL_clamp(((float)x - virtual_axis_start_x) / AXIS_SIZE, -1.0f, 1.0f);
 | 
						|
            float distanceY = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, -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_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
 | 
						|
            SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active+1, valueY);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualControllerMouseDown(int x, int y)
 | 
						|
{
 | 
						|
    SDL_GameControllerButton button;
 | 
						|
    SDL_GameControllerAxis axis;
 | 
						|
 | 
						|
    button = FindButtonAtPosition(x, y);
 | 
						|
    if (button != SDL_CONTROLLER_BUTTON_INVALID) {
 | 
						|
        virtual_button_active = button;
 | 
						|
        SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
 | 
						|
    }
 | 
						|
 | 
						|
    axis = FindAxisAtPosition(x, y);
 | 
						|
    if (axis != SDL_CONTROLLER_AXIS_INVALID) {
 | 
						|
        virtual_axis_active = axis;
 | 
						|
        virtual_axis_start_x = x;
 | 
						|
        virtual_axis_start_y = y;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static void VirtualControllerMouseUp(int x, int y)
 | 
						|
{
 | 
						|
    if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
 | 
						|
        SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
 | 
						|
        virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
 | 
						|
    }
 | 
						|
 | 
						|
    if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
 | 
						|
        if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
 | 
						|
            virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
 | 
						|
            SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
 | 
						|
        } else {
 | 
						|
            SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, 0);
 | 
						|
            SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active+1, 0);
 | 
						|
        }
 | 
						|
        virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void
 | 
						|
loop(void *arg)
 | 
						|
{
 | 
						|
    SDL_Event event;
 | 
						|
    int i;
 | 
						|
    SDL_bool showing_front;
 | 
						|
 | 
						|
    /* Update to get the current event state */
 | 
						|
    SDL_PumpEvents();
 | 
						|
 | 
						|
    /* Process all currently pending events */
 | 
						|
    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
 | 
						|
        switch (event.type) {
 | 
						|
        case SDL_CONTROLLERDEVICEADDED:
 | 
						|
            SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
 | 
						|
            AddController(event.cdevice.which, SDL_TRUE);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_CONTROLLERDEVICEREMOVED:
 | 
						|
            SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
 | 
						|
            DelController(event.cdevice.which);
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_CONTROLLERTOUCHPADDOWN:
 | 
						|
        case SDL_CONTROLLERTOUCHPADMOTION:
 | 
						|
        case SDL_CONTROLLERTOUCHPADUP:
 | 
						|
            SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
 | 
						|
                event.ctouchpad.which,
 | 
						|
                event.ctouchpad.touchpad,
 | 
						|
                event.ctouchpad.finger,
 | 
						|
                (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
 | 
						|
                (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
 | 
						|
                "moved to")),
 | 
						|
                event.ctouchpad.x,
 | 
						|
                event.ctouchpad.y,
 | 
						|
                event.ctouchpad.pressure);
 | 
						|
            break;
 | 
						|
 | 
						|
#define VERBOSE_SENSORS
 | 
						|
#ifdef VERBOSE_SENSORS
 | 
						|
        case SDL_CONTROLLERSENSORUPDATE:
 | 
						|
            SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n",
 | 
						|
                event.csensor.which,
 | 
						|
                event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
 | 
						|
                event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
 | 
						|
                event.csensor.data[0],
 | 
						|
                event.csensor.data[1],
 | 
						|
                event.csensor.data[2]);
 | 
						|
            break;
 | 
						|
#endif /* VERBOSE_SENSORS */
 | 
						|
 | 
						|
#define VERBOSE_AXES
 | 
						|
#ifdef VERBOSE_AXES
 | 
						|
        case SDL_CONTROLLERAXISMOTION:
 | 
						|
            if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
 | 
						|
                SetController(event.caxis.which);
 | 
						|
            }
 | 
						|
            SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
 | 
						|
            break;
 | 
						|
#endif /* VERBOSE_AXES */
 | 
						|
 | 
						|
        case SDL_CONTROLLERBUTTONDOWN:
 | 
						|
        case SDL_CONTROLLERBUTTONUP:
 | 
						|
            if (event.type == SDL_CONTROLLERBUTTONDOWN) {
 | 
						|
                SetController(event.cbutton.which);
 | 
						|
            }
 | 
						|
            SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
 | 
						|
 | 
						|
            /* Cycle PS5 trigger effects when the microphone button is pressed */
 | 
						|
            if (event.type == SDL_CONTROLLERBUTTONDOWN &&
 | 
						|
                event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
 | 
						|
                SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
 | 
						|
                CyclePS5TriggerEffect();
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_MOUSEBUTTONDOWN:
 | 
						|
            if (virtual_joystick) {
 | 
						|
                VirtualControllerMouseDown(event.button.x, event.button.y);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_MOUSEBUTTONUP:
 | 
						|
            if (virtual_joystick) {
 | 
						|
                VirtualControllerMouseUp(event.button.x, event.button.y);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_MOUSEMOTION:
 | 
						|
            if (virtual_joystick) {
 | 
						|
                VirtualControllerMouseMotion(event.motion.x, event.motion.y);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case SDL_KEYDOWN:
 | 
						|
            if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
 | 
						|
                if (gamecontroller) {
 | 
						|
                    int player_index = (event.key.keysym.sym - SDLK_0);
 | 
						|
 | 
						|
                    SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
 | 
						|
                }
 | 
						|
                break;
 | 
						|
            }
 | 
						|
            if (event.key.keysym.sym == SDLK_a) {
 | 
						|
                OpenVirtualController();
 | 
						|
                break;
 | 
						|
            }
 | 
						|
            if (event.key.keysym.sym == SDLK_d) {
 | 
						|
                CloseVirtualController();
 | 
						|
                break;
 | 
						|
            }
 | 
						|
            if (event.key.keysym.sym != SDLK_ESCAPE) {
 | 
						|
                break;
 | 
						|
            }
 | 
						|
            SDL_FALLTHROUGH;
 | 
						|
        case SDL_QUIT:
 | 
						|
            done = SDL_TRUE;
 | 
						|
            break;
 | 
						|
        default:
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    showing_front = ShowingFront();
 | 
						|
 | 
						|
    /* blank screen, set up for drawing this frame. */
 | 
						|
    SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
 | 
						|
    SDL_RenderClear(screen);
 | 
						|
    SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL);
 | 
						|
 | 
						|
    if (gamecontroller) {
 | 
						|
        /* Update visual controller state */
 | 
						|
        for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
 | 
						|
            if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
 | 
						|
                SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
 | 
						|
                if (on_front == showing_front) {
 | 
						|
                    SDL_Rect dst;
 | 
						|
                    dst.x = button_positions[i].x;
 | 
						|
                    dst.y = button_positions[i].y;
 | 
						|
                    dst.w = BUTTON_SIZE;
 | 
						|
                    dst.h = BUTTON_SIZE;
 | 
						|
                    SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (showing_front) {
 | 
						|
            for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
 | 
						|
                const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
 | 
						|
                const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
 | 
						|
                if (value < -deadzone) {
 | 
						|
                    const double angle = axis_positions[i].angle;
 | 
						|
                    SDL_Rect dst;
 | 
						|
                    dst.x = axis_positions[i].x;
 | 
						|
                    dst.y = axis_positions[i].y;
 | 
						|
                    dst.w = AXIS_SIZE;
 | 
						|
                    dst.h = AXIS_SIZE;
 | 
						|
                    SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
 | 
						|
                } else if (value > deadzone) {
 | 
						|
                    const double angle = axis_positions[i].angle + 180.0;
 | 
						|
                    SDL_Rect dst;
 | 
						|
                    dst.x = axis_positions[i].x;
 | 
						|
                    dst.y = axis_positions[i].y;
 | 
						|
                    dst.w = AXIS_SIZE;
 | 
						|
                    dst.h = AXIS_SIZE;
 | 
						|
                    SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /* Update LED based on left thumbstick position */
 | 
						|
        {
 | 
						|
            Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
 | 
						|
            Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_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)(((int)(~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_GameControllerSetLED(gamecontroller, r, g, b);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (trigger_effect == 0) {
 | 
						|
            /* Update rumble based on trigger state */
 | 
						|
            {
 | 
						|
                Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
 | 
						|
                Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
 | 
						|
                Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
 | 
						|
                Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
 | 
						|
                SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
 | 
						|
            }
 | 
						|
 | 
						|
            /* Update trigger rumble based on thumbstick state */
 | 
						|
            {
 | 
						|
                Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
 | 
						|
                Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
 | 
						|
                Uint16 left_rumble = ConvertAxisToRumble(~left);
 | 
						|
                Uint16 right_rumble = ConvertAxisToRumble(~right);
 | 
						|
 | 
						|
                SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    SDL_Delay(16);
 | 
						|
    SDL_RenderPresent(screen);
 | 
						|
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
    if (done) {
 | 
						|
        emscripten_cancel_main_loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
int
 | 
						|
main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    int i;
 | 
						|
    int controller_count = 0;
 | 
						|
    int controller_index = 0;
 | 
						|
    char guid[64];
 | 
						|
 | 
						|
    SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
 | 
						|
    SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
 | 
						|
 | 
						|
    /* Enable standard application logging */
 | 
						|
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 | 
						|
 | 
						|
    /* Initialize SDL (Note: video is required to start event loop) */
 | 
						|
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
 | 
						|
 | 
						|
    /* Print information about the mappings */
 | 
						|
    if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
 | 
						|
        SDL_Log("Supported mappings:\n");
 | 
						|
        for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
 | 
						|
            char *mapping = SDL_GameControllerMappingForIndex(i);
 | 
						|
            if (mapping) {
 | 
						|
                SDL_Log("\t%s\n", mapping);
 | 
						|
                SDL_free(mapping);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDL_Log("\n");
 | 
						|
    }
 | 
						|
 | 
						|
    /* Print information about the controller */
 | 
						|
    for (i = 0; i < SDL_NumJoysticks(); ++i) {
 | 
						|
        const char *name;
 | 
						|
        const char *path;
 | 
						|
        const char *description;
 | 
						|
 | 
						|
        SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
 | 
						|
                                  guid, sizeof (guid));
 | 
						|
 | 
						|
        if (SDL_IsGameController(i)) {
 | 
						|
            controller_count++;
 | 
						|
            name = SDL_GameControllerNameForIndex(i);
 | 
						|
            path = SDL_GameControllerPathForIndex(i);
 | 
						|
            switch (SDL_GameControllerTypeForIndex(i)) {
 | 
						|
            case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
 | 
						|
                description = "Amazon Luna Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
 | 
						|
                description = "Google Stadia Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
 | 
						|
                description = "Nintendo Switch Pro Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_PS3:
 | 
						|
                description = "PS3 Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_PS4:
 | 
						|
                description = "PS4 Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_PS5:
 | 
						|
                description = "PS5 Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_XBOX360:
 | 
						|
                description = "XBox 360 Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_XBOXONE:
 | 
						|
                description = "XBox One Controller";
 | 
						|
                break;
 | 
						|
            case SDL_CONTROLLER_TYPE_VIRTUAL:
 | 
						|
                description = "Virtual Game Controller";
 | 
						|
                break;
 | 
						|
            default:
 | 
						|
                description = "Game Controller";
 | 
						|
                break;
 | 
						|
            }
 | 
						|
            AddController(i, SDL_FALSE);
 | 
						|
        } else {
 | 
						|
            name = SDL_JoystickNameForIndex(i);
 | 
						|
            path = SDL_JoystickPathForIndex(i);
 | 
						|
            description = "Joystick";
 | 
						|
        }
 | 
						|
        SDL_Log("%s %d: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
 | 
						|
            description, i, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
 | 
						|
            SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
 | 
						|
    }
 | 
						|
    SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_NumJoysticks());
 | 
						|
 | 
						|
    /* Create a window to display controller state */
 | 
						|
    window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
 | 
						|
                              SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
 | 
						|
                              SCREEN_HEIGHT, 0);
 | 
						|
    if (window == NULL) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
 | 
						|
        return 2;
 | 
						|
    }
 | 
						|
 | 
						|
    screen = SDL_CreateRenderer(window, -1, 0);
 | 
						|
    if (screen == NULL) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
 | 
						|
        SDL_DestroyWindow(window);
 | 
						|
        return 2;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
 | 
						|
    SDL_RenderClear(screen);
 | 
						|
    SDL_RenderPresent(screen);
 | 
						|
 | 
						|
    /* scale for platforms that don't give you the window size you asked for. */
 | 
						|
    SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
 | 
						|
 | 
						|
    background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE, NULL, NULL);
 | 
						|
    background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE, NULL, NULL);
 | 
						|
    button = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
 | 
						|
    axis = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
 | 
						|
 | 
						|
    if (!background_front || !background_back || !button || !axis) {
 | 
						|
        SDL_DestroyRenderer(screen);
 | 
						|
        SDL_DestroyWindow(window);
 | 
						|
        return 2;
 | 
						|
    }
 | 
						|
    SDL_SetTextureColorMod(button, 10, 255, 21);
 | 
						|
    SDL_SetTextureColorMod(axis, 10, 255, 21);
 | 
						|
 | 
						|
    /* !!! FIXME: */
 | 
						|
    /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
 | 
						|
 | 
						|
    for (i = 1; i < argc; ++i) {
 | 
						|
        if (SDL_strcmp(argv[i], "--virtual") == 0) {
 | 
						|
            OpenVirtualController();
 | 
						|
        }
 | 
						|
        if (argv[i] && *argv[i] != '-') {
 | 
						|
            controller_index = SDL_atoi(argv[i]);
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (controller_index < num_controllers) {
 | 
						|
        gamecontroller = gamecontrollers[controller_index];
 | 
						|
    } else {
 | 
						|
        gamecontroller = NULL;
 | 
						|
    }
 | 
						|
    UpdateWindowTitle();
 | 
						|
 | 
						|
    /* Loop, getting controller events! */
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
    emscripten_set_main_loop_arg(loop, NULL, 0, 1);
 | 
						|
#else
 | 
						|
    while (!done) {
 | 
						|
        loop(NULL);
 | 
						|
    }
 | 
						|
#endif
 | 
						|
 | 
						|
    /* Reset trigger state */
 | 
						|
    if (trigger_effect != 0) {
 | 
						|
        trigger_effect = -1;
 | 
						|
        CyclePS5TriggerEffect();
 | 
						|
    }
 | 
						|
 | 
						|
    CloseVirtualController();
 | 
						|
    SDL_DestroyRenderer(screen);
 | 
						|
    SDL_DestroyWindow(window);
 | 
						|
    SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
#else
 | 
						|
 | 
						|
int
 | 
						|
main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |