mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-09-06 03:18:13 +00:00
3660 lines
120 KiB
C
3660 lines
120 KiB
C
/*
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Copyright (C) 1997-2025 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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#include <SDL3/SDL.h>
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#include <SDL3/SDL_test_font.h>
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#include "gamepadutils.h"
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#include "gamepad_front.h"
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#include "gamepad_back.h"
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#include "gamepad_face_abxy.h"
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#include "gamepad_face_axby.h"
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#include "gamepad_face_bayx.h"
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#include "gamepad_face_sony.h"
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#include "gamepad_battery.h"
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#include "gamepad_battery_wired.h"
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#include "gamepad_touchpad.h"
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#include "gamepad_button.h"
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#include "gamepad_button_small.h"
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#include "gamepad_axis.h"
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#include "gamepad_axis_arrow.h"
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#include "gamepad_button_background.h"
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#include "gamepad_wired.h"
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#include "gamepad_wireless.h"
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#include <limits.h>
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#define RAD_TO_DEG (180.0f / SDL_PI_F)
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/* Used to draw a 3D cube to represent the gyroscope orientation */
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typedef struct
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{
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float x, y, z;
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} Vector3;
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struct Quaternion
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{
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float x, y, z, w;
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};
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static const Vector3 debug_cube_vertices[] = {
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{ -1.0f, -1.0f, -1.0f },
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{ 1.0f, -1.0f, -1.0f },
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{ 1.0f, 1.0f, -1.0f },
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{ -1.0f, 1.0f, -1.0f },
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{ -1.0f, -1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 1.0f },
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};
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static const int debug_cube_edges[][2] = {
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{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, /* bottom square */
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{ 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }, /* top square */
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{ 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }, /* verticals */
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};
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static Vector3 RotateVectorByQuaternion(const Vector3 *v, const Quaternion *q) {
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/* v' = q * v * q^-1 */
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float x = v->x, y = v->y, z = v->z;
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float qx = q->x, qy = q->y, qz = q->z, qw = q->w;
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/* Calculate quaternion *vector */
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float ix = qw * x + qy * z - qz * y;
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float iy = qw * y + qz * x - qx * z;
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float iz = qw * z + qx * y - qy * x;
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float iw = -qx * x - qy * y - qz * z;
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/* Result = result * conjugate(q) */
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Vector3 out;
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out.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
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out.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
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out.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
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return out;
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}
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#ifdef GYRO_ISOMETRIC_PROJECTION
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static SDL_FPoint ProjectVec3ToRect(const Vector3 *v, const SDL_FRect *rect)
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{
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SDL_FPoint out;
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/* Simple orthographic projection using X and Y; scale to fit into rect */
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out.x = rect->x + (rect->w / 2.0f) + (v->x * (rect->w / 2.0f));
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out.y = rect->y + (rect->h / 2.0f) - (v->y * (rect->h / 2.0f)); /* Y inverted */
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return out;
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}
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#else
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static SDL_FPoint ProjectVec3ToRect(const Vector3 *v, const SDL_FRect *rect)
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{
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const float verticalFOV_deg = 40.0f;
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const float cameraZ = 4.0f; /* Camera is at(0, 0, +4), looking toward origin */
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float aspect = rect->w / rect->h;
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float fovScaleY = SDL_tanf(((verticalFOV_deg / 180.0f) * SDL_PI_F) * 0.5f);
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float fovScaleX = fovScaleY * aspect;
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float relZ = cameraZ - v->z;
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if (relZ < 0.01f) {
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relZ = 0.01f; /* Prevent division by 0 or negative depth */
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}
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float ndc_x = (v->x / relZ) / fovScaleX;
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float ndc_y = (v->y / relZ) / fovScaleY;
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/* Convert to screen space */
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SDL_FPoint out;
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out.x = rect->x + (rect->w / 2.0f) + (ndc_x * rect->w / 2.0f);
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out.y = rect->y + (rect->h / 2.0f) - (ndc_y * rect->h / 2.0f); /* flip Y */
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return out;
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}
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#endif
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void DrawGyroDebugCube(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *rect)
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{
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SDL_FPoint projected[8];
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int i;
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for (i = 0; i < 8; ++i) {
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Vector3 rotated = RotateVectorByQuaternion(&debug_cube_vertices[i], orientation);
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projected[i] = ProjectVec3ToRect(&rotated, rect);
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}
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for (i = 0; i < 12; ++i) {
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const SDL_FPoint p0 = projected[debug_cube_edges[i][0]];
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const SDL_FPoint p1 = projected[debug_cube_edges[i][1]];
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SDL_RenderLine(renderer, p0.x, p0.y, p1.x, p1.y);
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}
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}
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#define CIRCLE_SEGMENTS 64
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static Vector3 kCirclePoints3D_XY_Plane[CIRCLE_SEGMENTS];
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static Vector3 kCirclePoints3D_XZ_Plane[CIRCLE_SEGMENTS];
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static Vector3 kCirclePoints3D_YZ_Plane[CIRCLE_SEGMENTS];
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void InitCirclePoints3D(void)
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{
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int i;
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for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
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float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
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kCirclePoints3D_XY_Plane[i].x = SDL_cosf(theta);
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kCirclePoints3D_XY_Plane[i].y = SDL_sinf(theta);
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kCirclePoints3D_XY_Plane[i].z = 0.0f;
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}
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for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
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float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
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kCirclePoints3D_XZ_Plane[i].x = SDL_cosf(theta);
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kCirclePoints3D_XZ_Plane[i].y = 0.0f;
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kCirclePoints3D_XZ_Plane[i].z = SDL_sinf(theta);
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}
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for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
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float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
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kCirclePoints3D_YZ_Plane[i].x = 0.0f;
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kCirclePoints3D_YZ_Plane[i].y = SDL_cosf(theta);
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kCirclePoints3D_YZ_Plane[i].z = SDL_sinf(theta);
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}
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}
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void DrawGyroCircle(
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SDL_Renderer *renderer,
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const Vector3 *circlePoints,
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int numSegments,
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const Quaternion *orientation,
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const SDL_FRect *bounds,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_FPoint lastScreenPt = { 0 };
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bool hasLast = false;
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int i;
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for (i = 0; i <= numSegments; ++i) {
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int index = i % numSegments;
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Vector3 rotated = RotateVectorByQuaternion(&circlePoints[index], orientation);
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SDL_FPoint screenPtVec2 = ProjectVec3ToRect(&rotated, bounds);
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SDL_FPoint screenPt;
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screenPt.x = screenPtVec2.x;
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screenPt.y = screenPtVec2.y;
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if (hasLast) {
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SDL_RenderLine(renderer, lastScreenPt.x, lastScreenPt.y, screenPt.x, screenPt.y);
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}
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lastScreenPt = screenPt;
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hasLast = true;
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}
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}
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void DrawGyroDebugCircle(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *bounds)
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{
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/* Store current color */
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Uint8 r, g, b, a;
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SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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DrawGyroCircle(renderer, kCirclePoints3D_YZ_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_RED); /* X axis - pitch */
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DrawGyroCircle(renderer, kCirclePoints3D_XZ_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_GREEN); /* Y axis - yaw */
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DrawGyroCircle(renderer, kCirclePoints3D_XY_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_BLUE); /* Z axis - Roll */
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/* Restore current color */
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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}
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void DrawGyroDebugAxes(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *bounds)
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{
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/* Store current color */
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Uint8 r, g, b, a;
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SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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Vector3 origin = { 0.0f, 0.0f, 0.0f };
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Vector3 right = { 1.0f, 0.0f, 0.0f };
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Vector3 up = { 0.0f, 1.0f, 0.0f };
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Vector3 back = { 0.0f, 0.0f, 1.0f };
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Vector3 world_right = RotateVectorByQuaternion(&right, orientation);
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Vector3 world_up = RotateVectorByQuaternion(&up, orientation);
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Vector3 world_back = RotateVectorByQuaternion(&back, orientation);
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SDL_FPoint origin_screen = ProjectVec3ToRect(&origin, bounds);
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SDL_FPoint right_screen = ProjectVec3ToRect(&world_right, bounds);
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SDL_FPoint up_screen = ProjectVec3ToRect(&world_up, bounds);
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SDL_FPoint back_screen = ProjectVec3ToRect(&world_back, bounds);
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SDL_SetRenderDrawColor(renderer, GYRO_COLOR_RED);
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SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, right_screen.x, right_screen.y);
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SDL_SetRenderDrawColor(renderer, GYRO_COLOR_GREEN);
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SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, up_screen.x, up_screen.y);
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SDL_SetRenderDrawColor(renderer, GYRO_COLOR_BLUE);
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SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, back_screen.x, back_screen.y);
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/* Restore current color */
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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}
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void DrawAccelerometerDebugArrow(SDL_Renderer *renderer, const Quaternion *gyro_quaternion, const float *accel_data, const SDL_FRect *bounds)
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{
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/* Store current color */
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Uint8 r, g, b, a;
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SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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const float flGravity = 9.81f;
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Vector3 vAccel;
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vAccel.x = accel_data[0] / flGravity;
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vAccel.y = accel_data[1] / flGravity;
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vAccel.z = accel_data[2] / flGravity;
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Vector3 origin = { 0.0f, 0.0f, 0.0f };
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Vector3 rotated_accel = RotateVectorByQuaternion(&vAccel, gyro_quaternion);
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/* Project the origin and rotated vector to screen space */
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SDL_FPoint origin_screen = ProjectVec3ToRect(&origin, bounds);
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SDL_FPoint accel_screen = ProjectVec3ToRect(&rotated_accel, bounds);
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/* Draw the line from origin to the rotated accelerometer vector */
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SDL_SetRenderDrawColor(renderer, GYRO_COLOR_ORANGE);
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SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, accel_screen.x, accel_screen.y);
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const float head_width = 4.0f;
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SDL_FRect arrow_head_rect;
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arrow_head_rect.x = accel_screen.x - head_width * 0.5f;
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arrow_head_rect.y = accel_screen.y - head_width * 0.5f;
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arrow_head_rect.w = head_width;
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arrow_head_rect.h = head_width;
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SDL_RenderRect(renderer, &arrow_head_rect);
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/* Restore current color */
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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}
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/* This is indexed by gamepad element */
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static const struct
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{
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int x;
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int y;
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} button_positions[] = {
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{ 413, 190 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
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{ 456, 156 }, /* SDL_GAMEPAD_BUTTON_EAST */
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{ 372, 159 }, /* SDL_GAMEPAD_BUTTON_WEST */
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{ 415, 127 }, /* SDL_GAMEPAD_BUTTON_NORTH */
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{ 199, 157 }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 257, 153 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 314, 157 }, /* SDL_GAMEPAD_BUTTON_START */
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{ 98, 177 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 331, 254 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 102, 65 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 421, 61 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 179, 213 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 179, 274 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 141, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 211, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 257, 199 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 */
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{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 */
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{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 */
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{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 */
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};
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/* This is indexed by gamepad element */
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static const struct
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{
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int x;
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int y;
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double angle;
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} axis_positions[] = {
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{ 99, 178, 270.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE */
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{ 99, 178, 90.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE */
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{ 99, 178, 0.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE */
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{ 99, 178, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE */
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{ 331, 256, 270.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE */
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{ 331, 256, 90.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE */
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{ 331, 256, 0.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE */
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{ 331, 256, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE */
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{ 116, 5, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER */
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{ 400, 5, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER */
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};
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static SDL_FRect touchpad_area = {
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148.0f, 20.0f, 216.0f, 118.0f
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};
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typedef struct
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{
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bool down;
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float x;
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float y;
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float pressure;
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} GamepadTouchpadFinger;
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struct GamepadImage
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{
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SDL_Renderer *renderer;
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SDL_Texture *front_texture;
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SDL_Texture *back_texture;
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SDL_Texture *face_abxy_texture;
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SDL_Texture *face_axby_texture;
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SDL_Texture *face_bayx_texture;
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SDL_Texture *face_sony_texture;
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SDL_Texture *connection_texture[2];
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SDL_Texture *battery_texture[2];
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SDL_Texture *touchpad_texture;
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SDL_Texture *button_texture;
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SDL_Texture *axis_texture;
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float gamepad_width;
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float gamepad_height;
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float face_width;
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float face_height;
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float connection_width;
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float connection_height;
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float battery_width;
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float battery_height;
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float touchpad_width;
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float touchpad_height;
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float button_width;
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float button_height;
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float axis_width;
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float axis_height;
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float x;
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float y;
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bool showing_front;
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bool showing_touchpad;
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SDL_GamepadType type;
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SDL_GamepadButtonLabel east_label;
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ControllerDisplayMode display_mode;
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bool elements[SDL_GAMEPAD_ELEMENT_MAX];
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SDL_JoystickConnectionState connection_state;
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SDL_PowerState battery_state;
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int battery_percent;
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int num_fingers;
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GamepadTouchpadFinger *fingers;
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};
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static SDL_Texture *CreateTexture(SDL_Renderer *renderer, unsigned char *data, unsigned int len)
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{
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SDL_Texture *texture = NULL;
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SDL_Surface *surface;
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SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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if (src) {
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surface = SDL_LoadBMP_IO(src, true);
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if (surface) {
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_DestroySurface(surface);
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}
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}
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return texture;
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}
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GamepadImage *CreateGamepadImage(SDL_Renderer *renderer)
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{
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GamepadImage *ctx = SDL_calloc(1, sizeof(*ctx));
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if (ctx) {
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ctx->renderer = renderer;
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ctx->front_texture = CreateTexture(renderer, gamepad_front_bmp, gamepad_front_bmp_len);
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ctx->back_texture = CreateTexture(renderer, gamepad_back_bmp, gamepad_back_bmp_len);
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SDL_GetTextureSize(ctx->front_texture, &ctx->gamepad_width, &ctx->gamepad_height);
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ctx->face_abxy_texture = CreateTexture(renderer, gamepad_face_abxy_bmp, gamepad_face_abxy_bmp_len);
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ctx->face_axby_texture = CreateTexture(renderer, gamepad_face_axby_bmp, gamepad_face_axby_bmp_len);
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ctx->face_bayx_texture = CreateTexture(renderer, gamepad_face_bayx_bmp, gamepad_face_bayx_bmp_len);
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ctx->face_sony_texture = CreateTexture(renderer, gamepad_face_sony_bmp, gamepad_face_sony_bmp_len);
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SDL_GetTextureSize(ctx->face_abxy_texture, &ctx->face_width, &ctx->face_height);
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ctx->connection_texture[0] = CreateTexture(renderer, gamepad_wired_bmp, gamepad_wired_bmp_len);
|
|
ctx->connection_texture[1] = CreateTexture(renderer, gamepad_wireless_bmp, gamepad_wireless_bmp_len);
|
|
SDL_GetTextureSize(ctx->connection_texture[0], &ctx->connection_width, &ctx->connection_height);
|
|
|
|
ctx->battery_texture[0] = CreateTexture(renderer, gamepad_battery_bmp, gamepad_battery_bmp_len);
|
|
ctx->battery_texture[1] = CreateTexture(renderer, gamepad_battery_wired_bmp, gamepad_battery_wired_bmp_len);
|
|
SDL_GetTextureSize(ctx->battery_texture[0], &ctx->battery_width, &ctx->battery_height);
|
|
|
|
ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_bmp, gamepad_touchpad_bmp_len);
|
|
SDL_GetTextureSize(ctx->touchpad_texture, &ctx->touchpad_width, &ctx->touchpad_height);
|
|
|
|
ctx->button_texture = CreateTexture(renderer, gamepad_button_bmp, gamepad_button_bmp_len);
|
|
SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
|
|
ctx->axis_texture = CreateTexture(renderer, gamepad_axis_bmp, gamepad_axis_bmp_len);
|
|
SDL_GetTextureSize(ctx->axis_texture, &ctx->axis_width, &ctx->axis_height);
|
|
SDL_SetTextureColorMod(ctx->axis_texture, 10, 255, 21);
|
|
|
|
ctx->showing_front = true;
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetGamepadImagePosition(GamepadImage *ctx, float x, float y)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->x = x;
|
|
ctx->y = y;
|
|
}
|
|
|
|
void GetGamepadImageArea(GamepadImage *ctx, SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
SDL_zerop(area);
|
|
return;
|
|
}
|
|
|
|
area->x = ctx->x;
|
|
area->y = ctx->y;
|
|
area->w = ctx->gamepad_width;
|
|
area->h = ctx->gamepad_height;
|
|
if (ctx->showing_touchpad) {
|
|
area->h += ctx->touchpad_height;
|
|
}
|
|
}
|
|
|
|
void GetGamepadTouchpadArea(GamepadImage *ctx, SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
SDL_zerop(area);
|
|
return;
|
|
}
|
|
|
|
area->x = ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2 + touchpad_area.x;
|
|
area->y = ctx->y + ctx->gamepad_height + touchpad_area.y;
|
|
area->w = touchpad_area.w;
|
|
area->h = touchpad_area.h;
|
|
}
|
|
|
|
void SetGamepadImageShowingFront(GamepadImage *ctx, bool showing_front)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->showing_front = showing_front;
|
|
}
|
|
|
|
SDL_GamepadType GetGamepadImageType(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return SDL_GAMEPAD_TYPE_UNKNOWN;
|
|
}
|
|
|
|
return ctx->type;
|
|
}
|
|
|
|
void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->display_mode = display_mode;
|
|
}
|
|
|
|
float GetGamepadImageButtonWidth(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->button_width;
|
|
}
|
|
|
|
float GetGamepadImageButtonHeight(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->button_height;
|
|
}
|
|
|
|
float GetGamepadImageAxisWidth(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->axis_width;
|
|
}
|
|
|
|
float GetGamepadImageAxisHeight(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->axis_height;
|
|
}
|
|
|
|
int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
|
|
{
|
|
SDL_FPoint point;
|
|
int i;
|
|
|
|
if (!ctx) {
|
|
return SDL_GAMEPAD_ELEMENT_INVALID;
|
|
}
|
|
|
|
point.x = x;
|
|
point.y = y;
|
|
|
|
if (ctx->showing_front) {
|
|
for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
|
|
const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
|
|
SDL_FRect rect;
|
|
|
|
if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
|
|
element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER) {
|
|
rect.w = ctx->axis_width;
|
|
rect.h = ctx->axis_height;
|
|
rect.x = ctx->x + axis_positions[i].x - rect.w / 2;
|
|
rect.y = ctx->y + axis_positions[i].y - rect.h / 2;
|
|
if (SDL_PointInRectFloat(&point, &rect)) {
|
|
if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER;
|
|
} else {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER;
|
|
}
|
|
}
|
|
} else if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE) {
|
|
rect.w = ctx->button_width * 2.0f;
|
|
rect.h = ctx->button_height * 2.0f;
|
|
rect.x = ctx->x + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].x - rect.w / 2;
|
|
rect.y = ctx->y + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].y - rect.h / 2;
|
|
if (SDL_PointInRectFloat(&point, &rect)) {
|
|
float delta_x, delta_y;
|
|
float delta_squared;
|
|
float thumbstick_radius = ctx->button_width * 0.1f;
|
|
|
|
delta_x = (x - (ctx->x + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].x));
|
|
delta_y = (y - (ctx->y + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].y));
|
|
delta_squared = (delta_x * delta_x) + (delta_y * delta_y);
|
|
if (delta_squared > (thumbstick_radius * thumbstick_radius)) {
|
|
float angle = SDL_atan2f(delta_y, delta_x) + SDL_PI_F;
|
|
if (angle < SDL_PI_F * 0.25f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
|
|
} else if (angle < SDL_PI_F * 0.75f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE;
|
|
} else if (angle < SDL_PI_F * 1.25f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE;
|
|
} else if (angle < SDL_PI_F * 1.75f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE;
|
|
} else {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
|
|
}
|
|
}
|
|
}
|
|
} else if (element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE) {
|
|
rect.w = ctx->button_width * 2.0f;
|
|
rect.h = ctx->button_height * 2.0f;
|
|
rect.x = ctx->x + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].x - rect.w / 2;
|
|
rect.y = ctx->y + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].y - rect.h / 2;
|
|
if (SDL_PointInRectFloat(&point, &rect)) {
|
|
float delta_x, delta_y;
|
|
float delta_squared;
|
|
float thumbstick_radius = ctx->button_width * 0.1f;
|
|
|
|
delta_x = (x - (ctx->x + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].x));
|
|
delta_y = (y - (ctx->y + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].y));
|
|
delta_squared = (delta_x * delta_x) + (delta_y * delta_y);
|
|
if (delta_squared > (thumbstick_radius * thumbstick_radius)) {
|
|
float angle = SDL_atan2f(delta_y, delta_x) + SDL_PI_F;
|
|
if (angle < SDL_PI_F * 0.25f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
|
|
} else if (angle < SDL_PI_F * 0.75f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE;
|
|
} else if (angle < SDL_PI_F * 1.25f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE;
|
|
} else if (angle < SDL_PI_F * 1.75f) {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE;
|
|
} else {
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < SDL_arraysize(button_positions); ++i) {
|
|
bool on_front = true;
|
|
|
|
if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
|
|
on_front = false;
|
|
}
|
|
if (on_front == ctx->showing_front) {
|
|
SDL_FRect rect;
|
|
rect.x = ctx->x + button_positions[i].x - ctx->button_width / 2;
|
|
rect.y = ctx->y + button_positions[i].y - ctx->button_height / 2;
|
|
rect.w = ctx->button_width;
|
|
rect.h = ctx->button_height;
|
|
if (SDL_PointInRectFloat(&point, &rect)) {
|
|
return (SDL_GamepadButton)i;
|
|
}
|
|
}
|
|
}
|
|
return SDL_GAMEPAD_ELEMENT_INVALID;
|
|
}
|
|
|
|
void ClearGamepadImage(GamepadImage *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_zeroa(ctx->elements);
|
|
}
|
|
|
|
void SetGamepadImageElement(GamepadImage *ctx, int element, bool active)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->elements[element] = active;
|
|
}
|
|
|
|
void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
|
|
{
|
|
int i;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->type = SDL_GetGamepadType(gamepad);
|
|
ctx->east_label = SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_EAST);
|
|
char *mapping = SDL_GetGamepadMapping(gamepad);
|
|
if (mapping) {
|
|
if (SDL_strstr(mapping, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS")) {
|
|
/* Just for display purposes */
|
|
ctx->type = SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO;
|
|
}
|
|
SDL_free(mapping);
|
|
}
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
|
|
const SDL_GamepadButton button = (SDL_GamepadButton)i;
|
|
|
|
SetGamepadImageElement(ctx, button, SDL_GetGamepadButton(gamepad, button));
|
|
}
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
|
|
const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
|
|
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
|
|
const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
|
|
switch (i) {
|
|
case SDL_GAMEPAD_AXIS_LEFTX:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE, (value < -deadzone));
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, (value > deadzone));
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTX:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, (value < -deadzone));
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, (value > deadzone));
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_LEFTY:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, (value < -deadzone));
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, (value > deadzone));
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTY:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, (value < -deadzone));
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, (value > deadzone));
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, (value > deadzone));
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
|
|
SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, (value > deadzone));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
ctx->connection_state = SDL_GetGamepadConnectionState(gamepad);
|
|
ctx->battery_state = SDL_GetGamepadPowerInfo(gamepad, &ctx->battery_percent);
|
|
|
|
if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
|
|
int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
|
|
if (num_fingers != ctx->num_fingers) {
|
|
GamepadTouchpadFinger *fingers = (GamepadTouchpadFinger *)SDL_realloc(ctx->fingers, num_fingers * sizeof(*fingers));
|
|
if (fingers) {
|
|
ctx->fingers = fingers;
|
|
ctx->num_fingers = num_fingers;
|
|
} else {
|
|
num_fingers = SDL_min(ctx->num_fingers, num_fingers);
|
|
}
|
|
}
|
|
for (i = 0; i < num_fingers; ++i) {
|
|
GamepadTouchpadFinger *finger = &ctx->fingers[i];
|
|
|
|
SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &finger->down, &finger->x, &finger->y, &finger->pressure);
|
|
}
|
|
ctx->showing_touchpad = true;
|
|
} else {
|
|
if (ctx->fingers) {
|
|
SDL_free(ctx->fingers);
|
|
ctx->fingers = NULL;
|
|
ctx->num_fingers = 0;
|
|
}
|
|
ctx->showing_touchpad = false;
|
|
}
|
|
}
|
|
|
|
void RenderGamepadImage(GamepadImage *ctx)
|
|
{
|
|
SDL_FRect dst;
|
|
int i;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
dst.x = ctx->x;
|
|
dst.y = ctx->y;
|
|
dst.w = ctx->gamepad_width;
|
|
dst.h = ctx->gamepad_height;
|
|
|
|
if (ctx->showing_front) {
|
|
SDL_RenderTexture(ctx->renderer, ctx->front_texture, NULL, &dst);
|
|
} else {
|
|
SDL_RenderTexture(ctx->renderer, ctx->back_texture, NULL, &dst);
|
|
}
|
|
|
|
for (i = 0; i < SDL_arraysize(button_positions); ++i) {
|
|
if (ctx->elements[i]) {
|
|
SDL_GamepadButton button_position = (SDL_GamepadButton)i;
|
|
bool on_front = true;
|
|
|
|
if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
|
|
on_front = false;
|
|
}
|
|
if (on_front == ctx->showing_front) {
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
dst.x = ctx->x + button_positions[button_position].x - dst.w / 2;
|
|
dst.y = ctx->y + button_positions[button_position].y - dst.h / 2;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ctx->showing_front) {
|
|
dst.x = ctx->x + 363;
|
|
dst.y = ctx->y + 118;
|
|
dst.w = ctx->face_width;
|
|
dst.h = ctx->face_height;
|
|
|
|
switch (ctx->east_label) {
|
|
case SDL_GAMEPAD_BUTTON_LABEL_B:
|
|
SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst);
|
|
break;
|
|
case SDL_GAMEPAD_BUTTON_LABEL_X:
|
|
SDL_RenderTexture(ctx->renderer, ctx->face_axby_texture, NULL, &dst);
|
|
break;
|
|
case SDL_GAMEPAD_BUTTON_LABEL_A:
|
|
SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst);
|
|
break;
|
|
case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
|
|
SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ctx->showing_front) {
|
|
for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
|
|
const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
|
|
if (ctx->elements[element]) {
|
|
const double angle = axis_positions[i].angle;
|
|
dst.w = ctx->axis_width;
|
|
dst.h = ctx->axis_height;
|
|
dst.x = ctx->x + axis_positions[i].x - dst.w / 2;
|
|
dst.y = ctx->y + axis_positions[i].y - dst.h / 2;
|
|
SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING) {
|
|
dst.x = ctx->x + ctx->gamepad_width - ctx->battery_width - 4 - ctx->connection_width;
|
|
dst.y = ctx->y;
|
|
dst.w = ctx->connection_width;
|
|
dst.h = ctx->connection_height;
|
|
|
|
switch (ctx->connection_state) {
|
|
case SDL_JOYSTICK_CONNECTION_WIRED:
|
|
SDL_RenderTexture(ctx->renderer, ctx->connection_texture[0], NULL, &dst);
|
|
break;
|
|
case SDL_JOYSTICK_CONNECTION_WIRELESS:
|
|
SDL_RenderTexture(ctx->renderer, ctx->connection_texture[1], NULL, &dst);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
|
|
ctx->battery_state != SDL_POWERSTATE_NO_BATTERY &&
|
|
ctx->battery_state != SDL_POWERSTATE_UNKNOWN) {
|
|
Uint8 r, g, b, a;
|
|
SDL_FRect fill;
|
|
|
|
dst.x = ctx->x + ctx->gamepad_width - ctx->battery_width;
|
|
dst.y = ctx->y;
|
|
dst.w = ctx->battery_width;
|
|
dst.h = ctx->battery_height;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
if (ctx->battery_percent > 40) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 0x00, 0xD4, 0x50, 0xFF);
|
|
} else if (ctx->battery_percent > 10) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 0xFF, 0xC7, 0x00, 0xFF);
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 0xC8, 0x1D, 0x13, 0xFF);
|
|
}
|
|
|
|
fill = dst;
|
|
fill.x += 2;
|
|
fill.y += 2;
|
|
fill.h -= 4;
|
|
fill.w = 25.0f * (ctx->battery_percent / 100.0f);
|
|
SDL_RenderFillRect(ctx->renderer, &fill);
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
if (ctx->battery_state == SDL_POWERSTATE_ON_BATTERY) {
|
|
SDL_RenderTexture(ctx->renderer, ctx->battery_texture[0], NULL, &dst);
|
|
} else {
|
|
SDL_RenderTexture(ctx->renderer, ctx->battery_texture[1], NULL, &dst);
|
|
}
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING && ctx->showing_touchpad) {
|
|
dst.x = ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
|
|
dst.y = ctx->y + ctx->gamepad_height;
|
|
dst.w = ctx->touchpad_width;
|
|
dst.h = ctx->touchpad_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->touchpad_texture, NULL, &dst);
|
|
|
|
for (i = 0; i < ctx->num_fingers; ++i) {
|
|
GamepadTouchpadFinger *finger = &ctx->fingers[i];
|
|
|
|
if (finger->down) {
|
|
dst.x = ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
|
|
dst.x += touchpad_area.x + finger->x * touchpad_area.w;
|
|
dst.x -= ctx->button_width / 2;
|
|
dst.y = ctx->y + ctx->gamepad_height;
|
|
dst.y += touchpad_area.y + finger->y * touchpad_area.h;
|
|
dst.y -= ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
SDL_SetTextureAlphaMod(ctx->button_texture, (Uint8)(finger->pressure * SDL_ALPHA_OPAQUE));
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
SDL_SetTextureAlphaMod(ctx->button_texture, SDL_ALPHA_OPAQUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DestroyGamepadImage(GamepadImage *ctx)
|
|
{
|
|
if (ctx) {
|
|
int i;
|
|
|
|
SDL_DestroyTexture(ctx->front_texture);
|
|
SDL_DestroyTexture(ctx->back_texture);
|
|
SDL_DestroyTexture(ctx->face_abxy_texture);
|
|
SDL_DestroyTexture(ctx->face_axby_texture);
|
|
SDL_DestroyTexture(ctx->face_bayx_texture);
|
|
SDL_DestroyTexture(ctx->face_sony_texture);
|
|
for (i = 0; i < SDL_arraysize(ctx->battery_texture); ++i) {
|
|
SDL_DestroyTexture(ctx->battery_texture[i]);
|
|
}
|
|
SDL_DestroyTexture(ctx->touchpad_texture);
|
|
SDL_DestroyTexture(ctx->button_texture);
|
|
SDL_DestroyTexture(ctx->axis_texture);
|
|
SDL_free(ctx);
|
|
}
|
|
}
|
|
|
|
static const char *gamepad_button_names[] = {
|
|
"South",
|
|
"East",
|
|
"West",
|
|
"North",
|
|
"Back",
|
|
"Guide",
|
|
"Start",
|
|
"Left Stick",
|
|
"Right Stick",
|
|
"Left Shoulder",
|
|
"Right Shoulder",
|
|
"DPAD Up",
|
|
"DPAD Down",
|
|
"DPAD Left",
|
|
"DPAD Right",
|
|
"Misc1",
|
|
"Right Paddle 1",
|
|
"Left Paddle 1",
|
|
"Right Paddle 2",
|
|
"Left Paddle 2",
|
|
"Touchpad",
|
|
"Misc2",
|
|
"Misc3",
|
|
"Misc4",
|
|
"Misc5",
|
|
"Misc6",
|
|
};
|
|
SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_COUNT);
|
|
|
|
static const char *gamepad_axis_names[] = {
|
|
"LeftX",
|
|
"LeftY",
|
|
"RightX",
|
|
"RightY",
|
|
"Left Trigger",
|
|
"Right Trigger",
|
|
};
|
|
SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_COUNT);
|
|
|
|
struct GamepadDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *button_texture;
|
|
SDL_Texture *arrow_texture;
|
|
float button_width;
|
|
float button_height;
|
|
float arrow_width;
|
|
float arrow_height;
|
|
|
|
float accel_data[3];
|
|
float gyro_data[3];
|
|
float gyro_drift_correction_data[3];
|
|
|
|
Uint64 last_sensor_update;
|
|
|
|
ControllerDisplayMode display_mode;
|
|
int element_highlighted;
|
|
bool element_pressed;
|
|
int element_selected;
|
|
|
|
SDL_FRect area;
|
|
};
|
|
|
|
GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer)
|
|
{
|
|
GamepadDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
|
|
SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
|
|
|
|
ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
|
|
SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
|
|
|
|
ctx->element_highlighted = SDL_GAMEPAD_ELEMENT_INVALID;
|
|
ctx->element_selected = SDL_GAMEPAD_ELEMENT_INVALID;
|
|
|
|
SDL_zeroa(ctx->accel_data);
|
|
SDL_zeroa(ctx->gyro_data);
|
|
SDL_zeroa(ctx->gyro_drift_correction_data);
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
struct GyroDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
|
|
/* Main drawing area */
|
|
SDL_FRect area;
|
|
|
|
/* This part displays extra info from the IMUstate in order to figure out actual polling rates. */
|
|
float gyro_drift_solution[3];
|
|
int reported_sensor_rate_hz; /*hz - comes from HIDsdl implementation. Could be fixed, platform time, or true sensor time*/
|
|
Uint64 next_reported_sensor_time; /* SDL ticks used to throttle the display */
|
|
|
|
int estimated_sensor_rate_hz; /*hz - our estimation of the actual polling rate by observing packets received*/
|
|
float euler_displacement_angles[3]; /* pitch, yaw, roll */
|
|
Quaternion gyro_quaternion; /* Rotation since startup/reset, comprised of each gyro speed packet times sensor delta time. */
|
|
EGyroCalibrationPhase current_calibration_phase;
|
|
float calibration_phase_progress_fraction; /* [0..1] */
|
|
float accelerometer_noise_sq; /* Distance between last noise and new noise. Used to indicate motion.*/
|
|
float accelerometer_noise_tolerance_sq; /* Maximum amount of noise detected during the Noise Profiling Phase */
|
|
|
|
GamepadButton *reset_gyro_button;
|
|
GamepadButton *calibrate_gyro_button;
|
|
};
|
|
|
|
GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer)
|
|
{
|
|
GyroDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
{
|
|
ctx->renderer = renderer;
|
|
ctx->estimated_sensor_rate_hz = 0;
|
|
SDL_zeroa(ctx->gyro_drift_solution);
|
|
Quaternion quat_identity = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
ctx->gyro_quaternion = quat_identity;
|
|
ctx->reported_sensor_rate_hz = 0;
|
|
ctx->next_reported_sensor_time = 0;
|
|
ctx->current_calibration_phase = GYRO_CALIBRATION_PHASE_OFF;
|
|
ctx->calibration_phase_progress_fraction = 0.0f; /* [0..1] */
|
|
ctx->accelerometer_noise_sq = 0.0f;
|
|
ctx->accelerometer_noise_tolerance_sq = ACCELEROMETER_NOISE_THRESHOLD; /* Will be overwritten but this avoids divide by zero. */
|
|
ctx->reset_gyro_button = CreateGamepadButton(renderer, "Reset View");
|
|
ctx->calibrate_gyro_button = CreateGamepadButton(renderer, "Recalibrate Drift");
|
|
}
|
|
|
|
return ctx;
|
|
}
|
|
|
|
void SetGyroDisplayArea(GyroDisplay *ctx, const SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(&ctx->area, area);
|
|
/* Place the reset button to the bottom right of the gyro display area.*/
|
|
SDL_FRect reset_button_area;
|
|
reset_button_area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(ctx->reset_gyro_button) + 2 * BUTTON_PADDING);
|
|
reset_button_area.h = GetGamepadButtonLabelHeight(ctx->reset_gyro_button) + BUTTON_PADDING;
|
|
reset_button_area.x = area->x + area->w - reset_button_area.w - BUTTON_PADDING;
|
|
reset_button_area.y = area->y + area->h - reset_button_area.h - BUTTON_PADDING;
|
|
SetGamepadButtonArea(ctx->reset_gyro_button, &reset_button_area);
|
|
}
|
|
|
|
void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->display_mode = display_mode;
|
|
}
|
|
|
|
void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(&ctx->area, area);
|
|
}
|
|
void SetGamepadDisplayGyroDriftCorrection(GamepadDisplay *ctx, float *gyro_drift_correction)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->gyro_drift_correction_data[0] = gyro_drift_correction[0];
|
|
ctx->gyro_drift_correction_data[1] = gyro_drift_correction[1];
|
|
ctx->gyro_drift_correction_data[2] = gyro_drift_correction[2];
|
|
}
|
|
|
|
static bool GetBindingString(const char *label, const char *mapping, char *text, size_t size)
|
|
{
|
|
char *key;
|
|
char *value, *end;
|
|
size_t length;
|
|
bool found = false;
|
|
|
|
*text = '\0';
|
|
|
|
if (!mapping) {
|
|
return false;
|
|
}
|
|
|
|
key = SDL_strstr(mapping, label);
|
|
while (key && size > 1) {
|
|
if (found) {
|
|
*text++ = ',';
|
|
*text = '\0';
|
|
--size;
|
|
} else {
|
|
found = true;
|
|
}
|
|
value = key + SDL_strlen(label);
|
|
end = SDL_strchr(value, ',');
|
|
if (end) {
|
|
length = (end - value);
|
|
} else {
|
|
length = SDL_strlen(value);
|
|
}
|
|
if (length >= size) {
|
|
length = size - 1;
|
|
}
|
|
SDL_memcpy(text, value, length);
|
|
text[length] = '\0';
|
|
text += length;
|
|
size -= length;
|
|
key = SDL_strstr(value, label);
|
|
}
|
|
return found;
|
|
}
|
|
|
|
static bool GetButtonBindingString(SDL_GamepadButton button, const char *mapping, char *text, size_t size)
|
|
{
|
|
char label[32];
|
|
bool baxy_mapping = false;
|
|
|
|
if (!mapping) {
|
|
return false;
|
|
}
|
|
|
|
SDL_snprintf(label, sizeof(label), ",%s:", SDL_GetGamepadStringForButton(button));
|
|
if (GetBindingString(label, mapping, text, size)) {
|
|
return true;
|
|
}
|
|
|
|
/* Try the legacy button names */
|
|
if (SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
|
|
baxy_mapping = true;
|
|
}
|
|
switch (button) {
|
|
case SDL_GAMEPAD_BUTTON_SOUTH:
|
|
if (baxy_mapping) {
|
|
return GetBindingString(",b:", mapping, text, size);
|
|
} else {
|
|
return GetBindingString(",a:", mapping, text, size);
|
|
}
|
|
case SDL_GAMEPAD_BUTTON_EAST:
|
|
if (baxy_mapping) {
|
|
return GetBindingString(",a:", mapping, text, size);
|
|
} else {
|
|
return GetBindingString(",b:", mapping, text, size);
|
|
}
|
|
case SDL_GAMEPAD_BUTTON_WEST:
|
|
if (baxy_mapping) {
|
|
return GetBindingString(",y:", mapping, text, size);
|
|
} else {
|
|
return GetBindingString(",x:", mapping, text, size);
|
|
}
|
|
case SDL_GAMEPAD_BUTTON_NORTH:
|
|
if (baxy_mapping) {
|
|
return GetBindingString(",x:", mapping, text, size);
|
|
} else {
|
|
return GetBindingString(",y:", mapping, text, size);
|
|
}
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool GetAxisBindingString(SDL_GamepadAxis axis, int direction, const char *mapping, char *text, size_t size)
|
|
{
|
|
char label[32];
|
|
|
|
/* Check for explicit half-axis */
|
|
if (direction < 0) {
|
|
SDL_snprintf(label, sizeof(label), ",-%s:", SDL_GetGamepadStringForAxis(axis));
|
|
} else {
|
|
SDL_snprintf(label, sizeof(label), ",+%s:", SDL_GetGamepadStringForAxis(axis));
|
|
}
|
|
if (GetBindingString(label, mapping, text, size)) {
|
|
return true;
|
|
}
|
|
|
|
/* Get the binding for the whole axis and split it if necessary */
|
|
SDL_snprintf(label, sizeof(label), ",%s:", SDL_GetGamepadStringForAxis(axis));
|
|
if (!GetBindingString(label, mapping, text, size)) {
|
|
return false;
|
|
}
|
|
if (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
|
|
if (*text == 'a') {
|
|
/* Split the axis */
|
|
size_t length = SDL_strlen(text) + 1;
|
|
if ((length + 1) <= size) {
|
|
SDL_memmove(text + 1, text, length);
|
|
if (text[SDL_strlen(text) - 1] == '~') {
|
|
direction *= -1;
|
|
text[SDL_strlen(text) - 1] = '\0';
|
|
}
|
|
if (direction > 0) {
|
|
*text = '+';
|
|
} else {
|
|
*text = '-';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void SetGamepadDisplayHighlight(GamepadDisplay *ctx, int element, bool pressed)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->element_highlighted = element;
|
|
ctx->element_pressed = pressed;
|
|
}
|
|
|
|
void SetGamepadDisplaySelected(GamepadDisplay *ctx, int element)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->element_selected = element;
|
|
}
|
|
|
|
int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float x, float y)
|
|
{
|
|
int i;
|
|
const float margin = 8.0f;
|
|
const float center = ctx->area.w / 2.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FPoint point;
|
|
SDL_FRect rect;
|
|
|
|
if (!ctx) {
|
|
return SDL_GAMEPAD_ELEMENT_INVALID;
|
|
}
|
|
|
|
point.x = x;
|
|
point.y = y;
|
|
|
|
rect.x = ctx->area.x + margin;
|
|
rect.y = ctx->area.y + margin + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
rect.w = ctx->area.w - (margin * 2);
|
|
rect.h = ctx->button_height;
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
|
|
SDL_GamepadButton button = (SDL_GamepadButton)i;
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
|
|
!SDL_GamepadHasButton(gamepad, button)) {
|
|
continue;
|
|
}
|
|
|
|
|
|
if (SDL_PointInRectFloat(&point, &rect)) {
|
|
return i;
|
|
}
|
|
|
|
rect.y += ctx->button_height + 2.0f;
|
|
}
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
|
|
SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
|
|
SDL_FRect area;
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
|
|
!SDL_GamepadHasAxis(gamepad, axis)) {
|
|
continue;
|
|
}
|
|
|
|
area.x = rect.x + center + 2.0f;
|
|
area.y = rect.y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
area.w = ctx->arrow_width + arrow_extent;
|
|
area.h = ctx->button_height;
|
|
|
|
if (SDL_PointInRectFloat(&point, &area)) {
|
|
switch (axis) {
|
|
case SDL_GAMEPAD_AXIS_LEFTX:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
|
|
case SDL_GAMEPAD_AXIS_LEFTY:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE;
|
|
case SDL_GAMEPAD_AXIS_RIGHTX:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
|
|
case SDL_GAMEPAD_AXIS_RIGHTY:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
area.x += area.w;
|
|
|
|
if (SDL_PointInRectFloat(&point, &area)) {
|
|
switch (axis) {
|
|
case SDL_GAMEPAD_AXIS_LEFTX:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE;
|
|
case SDL_GAMEPAD_AXIS_LEFTY:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE;
|
|
case SDL_GAMEPAD_AXIS_RIGHTX:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE;
|
|
case SDL_GAMEPAD_AXIS_RIGHTY:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE;
|
|
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER;
|
|
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
|
|
return SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
rect.y += ctx->button_height + 2.0f;
|
|
}
|
|
return SDL_GAMEPAD_ELEMENT_INVALID;
|
|
}
|
|
|
|
static void RenderGamepadElementHighlight(GamepadDisplay *ctx, int element, const SDL_FRect *area)
|
|
{
|
|
if (element == ctx->element_highlighted || element == ctx->element_selected) {
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
if (element == ctx->element_highlighted) {
|
|
if (ctx->element_pressed) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
|
|
}
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, SELECTED_COLOR);
|
|
}
|
|
SDL_RenderFillRect(ctx->renderer, area);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
}
|
|
}
|
|
|
|
void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, float *euler_displacement_angles, Quaternion *gyro_quaternion, int reported_senor_rate_hz, int estimated_sensor_rate_hz, EGyroCalibrationPhase calibration_phase, float drift_calibration_progress_frac, float accelerometer_noise_sq, float accelerometer_noise_tolerance_sq)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
const int SENSOR_UPDATE_INTERVAL_MS = 100;
|
|
Uint64 now = SDL_GetTicks();
|
|
if (now > ctx->next_reported_sensor_time) {
|
|
ctx->estimated_sensor_rate_hz = estimated_sensor_rate_hz;
|
|
if (reported_senor_rate_hz != 0) {
|
|
ctx->reported_sensor_rate_hz = reported_senor_rate_hz;
|
|
}
|
|
ctx->next_reported_sensor_time = now + SENSOR_UPDATE_INTERVAL_MS;
|
|
}
|
|
|
|
SDL_memcpy(ctx->gyro_drift_solution, gyro_drift_solution, sizeof(ctx->gyro_drift_solution));
|
|
SDL_memcpy(ctx->euler_displacement_angles, euler_displacement_angles, sizeof(ctx->euler_displacement_angles));
|
|
ctx->gyro_quaternion = *gyro_quaternion;
|
|
ctx->current_calibration_phase = calibration_phase;
|
|
ctx->calibration_phase_progress_fraction = drift_calibration_progress_frac;
|
|
ctx->accelerometer_noise_sq = accelerometer_noise_sq;
|
|
ctx->accelerometer_noise_tolerance_sq = accelerometer_noise_tolerance_sq;
|
|
}
|
|
|
|
extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return NULL;
|
|
}
|
|
return ctx->reset_gyro_button;
|
|
}
|
|
|
|
extern GamepadButton *GetGyroCalibrateButton(GyroDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return NULL;
|
|
}
|
|
return ctx->calibrate_gyro_button;
|
|
}
|
|
|
|
void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
|
|
{
|
|
float x, y;
|
|
int i;
|
|
char text[128], binding[32];
|
|
const float margin = 8.0f;
|
|
const float center = ctx->area.w / 2.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FRect dst, rect, highlight;
|
|
Uint8 r, g, b, a;
|
|
char *mapping;
|
|
bool has_accel;
|
|
bool has_gyro;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
mapping = SDL_GetGamepadMapping(gamepad);
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
|
|
SDL_GamepadButton button = (SDL_GamepadButton)i;
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
|
|
!SDL_GamepadHasButton(gamepad, button)) {
|
|
continue;
|
|
}
|
|
|
|
highlight.x = x;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = ctx->area.w - (margin * 2);
|
|
highlight.h = ctx->button_height;
|
|
RenderGamepadElementHighlight(ctx, i, &highlight);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%s:", gamepad_button_names[i]);
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
|
|
if (SDL_GetGamepadButton(gamepad, button)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + center + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
|
|
if (GetButtonBindingString(button, mapping, binding, sizeof(binding))) {
|
|
dst.x += dst.w + 2 * margin;
|
|
SDLTest_DrawString(ctx->renderer, dst.x, y, binding);
|
|
}
|
|
}
|
|
|
|
y += ctx->button_height + 2.0f;
|
|
}
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
|
|
SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
|
|
bool has_negative = (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
|
Sint16 value;
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
|
|
!SDL_GamepadHasAxis(gamepad, axis)) {
|
|
continue;
|
|
}
|
|
|
|
value = SDL_GetGamepadAxis(gamepad, axis);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%s:", gamepad_axis_names[i]);
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
|
|
highlight.x = x + center + 2.0f;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = ctx->arrow_width + arrow_extent;
|
|
highlight.h = ctx->button_height;
|
|
|
|
switch (axis) {
|
|
case SDL_GAMEPAD_AXIS_LEFTX:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_LEFTY:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTX:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTY:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, &highlight);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
highlight.x += highlight.w;
|
|
|
|
switch (axis) {
|
|
case SDL_GAMEPAD_AXIS_LEFTX:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_LEFTY:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTX:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHTY:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, &highlight);
|
|
break;
|
|
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
|
|
RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, &highlight);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
dst.x = x + center + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
|
|
dst.w = ctx->arrow_width;
|
|
dst.h = ctx->arrow_height;
|
|
|
|
if (has_negative) {
|
|
if (value == SDL_MIN_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
|
|
}
|
|
|
|
dst.x += ctx->arrow_width;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
|
|
rect.x = dst.x + arrow_extent - 2.0f;
|
|
rect.y = dst.y;
|
|
rect.w = 4.0f;
|
|
rect.h = ctx->arrow_height;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
if (value < 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
|
|
rect.x = dst.x + arrow_extent - rect.w;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_BINDING && has_negative) {
|
|
if (GetAxisBindingString(axis, -1, mapping, binding, sizeof(binding))) {
|
|
float text_x;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
text_x = dst.x + arrow_extent / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
|
|
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
|
|
}
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value > 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
|
|
rect.x = dst.x;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
|
|
if (GetAxisBindingString(axis, 1, mapping, binding, sizeof(binding))) {
|
|
float text_x;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
text_x = dst.x + arrow_extent / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
|
|
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
|
|
}
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value == SDL_MAX_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
y += ctx->button_height + 2.0f;
|
|
}
|
|
|
|
if (ctx->display_mode == CONTROLLER_MODE_TESTING) {
|
|
if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
|
|
int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
|
|
for (i = 0; i < num_fingers; ++i) {
|
|
bool down;
|
|
float finger_x, finger_y, finger_pressure;
|
|
|
|
if (!SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &down, &finger_x, &finger_y, &finger_pressure)) {
|
|
continue;
|
|
}
|
|
|
|
SDL_snprintf(text, sizeof(text), "Touch finger %d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
|
|
if (down) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + center + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (down) {
|
|
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f)", finger_x, finger_y);
|
|
SDLTest_DrawString(ctx->renderer, x + center + ctx->button_width + 4.0f, y, text);
|
|
}
|
|
|
|
y += ctx->button_height + 2.0f;
|
|
}
|
|
}
|
|
|
|
has_accel = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
|
|
has_gyro = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
|
|
|
|
if (has_accel || has_gyro) {
|
|
const int SENSOR_UPDATE_INTERVAL_MS = 100;
|
|
Uint64 now = SDL_GetTicks();
|
|
|
|
if (now >= ctx->last_sensor_update + SENSOR_UPDATE_INTERVAL_MS) {
|
|
if (has_accel) {
|
|
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, ctx->accel_data, SDL_arraysize(ctx->accel_data));
|
|
}
|
|
if (has_gyro) {
|
|
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_GYRO, ctx->gyro_data, SDL_arraysize(ctx->gyro_data));
|
|
}
|
|
ctx->last_sensor_update = now;
|
|
}
|
|
|
|
if (has_accel) {
|
|
SDL_strlcpy(text, "Accelerometer:", sizeof(text));
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
SDL_snprintf(text, sizeof(text), "[%.2f,%.2f,%.2f]m/s%s", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2], SQUARED_UTF8 );
|
|
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
|
|
y += ctx->button_height + 2.0f;
|
|
}
|
|
|
|
if (has_gyro) {
|
|
SDL_strlcpy(text, "Gyro:", sizeof(text));
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
SDL_snprintf(text, sizeof(text), "[%.2f,%.2f,%.2f]%s/s", ctx->gyro_data[0] * RAD_TO_DEG, ctx->gyro_data[1] * RAD_TO_DEG, ctx->gyro_data[2] * RAD_TO_DEG, DEGREE_UTF8);
|
|
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
|
|
|
|
/* Display the testcontroller tool's evaluation of drift. This is also useful to get an average rate of turn in calibrated turntable tests. */
|
|
if (ctx->gyro_drift_correction_data[0] != 0.0f && ctx->gyro_drift_correction_data[2] != 0.0f && ctx->gyro_drift_correction_data[2] != 0.0f )
|
|
{
|
|
y += ctx->button_height + 2.0f;
|
|
SDL_strlcpy(text, "Gyro Drift:", sizeof(text));
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
SDL_snprintf(text, sizeof(text), "[%.2f,%.2f,%.2f]%s/s", ctx->gyro_drift_correction_data[0] * RAD_TO_DEG, ctx->gyro_drift_correction_data[1] * RAD_TO_DEG, ctx->gyro_drift_correction_data[2] * RAD_TO_DEG, DEGREE_UTF8);
|
|
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
SDL_free(mapping);
|
|
}
|
|
|
|
void DestroyGamepadDisplay(GamepadDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_DestroyTexture(ctx->button_texture);
|
|
SDL_DestroyTexture(ctx->arrow_texture);
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
void RenderSensorTimingInfo(GyroDisplay *ctx, GamepadDisplay *gamepad_display)
|
|
{
|
|
/* Sensor timing section */
|
|
char text[128];
|
|
const float new_line_height = gamepad_display->button_height + 2.0f;
|
|
const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 35.0f;
|
|
/* Anchor to bottom left of principle rect. */
|
|
float text_y_pos = ctx->area.y + ctx->area.h - new_line_height * 2;
|
|
/*
|
|
* Display rate of gyro as reported by the HID implementation.
|
|
* This could be based on a hardware time stamp (PS5), or it could be generated by the HID implementation.
|
|
* One should expect this to match the estimated rate below, assuming a wired connection.
|
|
*/
|
|
|
|
SDL_strlcpy(text, "HID Sensor Time:", sizeof(text));
|
|
SDLTest_DrawString(ctx->renderer, text_offset_x - SDL_strlen(text) * FONT_CHARACTER_SIZE, text_y_pos, text);
|
|
if (ctx->reported_sensor_rate_hz > 0) {
|
|
/* Convert to micro seconds */
|
|
const int delta_time_us = (int)1e6 / ctx->reported_sensor_rate_hz;
|
|
SDL_snprintf(text, sizeof(text), "%d%ss %dhz", delta_time_us, MICRO_UTF8, ctx->reported_sensor_rate_hz);
|
|
} else {
|
|
SDL_snprintf(text, sizeof(text), "????%ss ???hz", MICRO_UTF8);
|
|
}
|
|
SDLTest_DrawString(ctx->renderer, text_offset_x + 2.0f, text_y_pos, text);
|
|
|
|
/*
|
|
* Display the instrumentation's count of all sensor packets received over time.
|
|
* This may represent a more accurate polling rate for the IMU
|
|
* But only when using a wired connection.
|
|
* It does not necessarily reflect the rate at which the IMU is sampled.
|
|
*/
|
|
|
|
text_y_pos += new_line_height;
|
|
SDL_strlcpy(text, "Est.Sensor Time:", sizeof(text));
|
|
SDLTest_DrawString(ctx->renderer, text_offset_x - SDL_strlen(text) * FONT_CHARACTER_SIZE, text_y_pos, text);
|
|
if (ctx->estimated_sensor_rate_hz > 0) {
|
|
/* Convert to micro seconds */
|
|
const int delta_time_us = (int)1e6 / ctx->estimated_sensor_rate_hz;
|
|
SDL_snprintf(text, sizeof(text), "%d%ss %dhz", delta_time_us, MICRO_UTF8, ctx->estimated_sensor_rate_hz);
|
|
} else {
|
|
SDL_snprintf(text, sizeof(text), "????%ss ???hz", MICRO_UTF8);
|
|
}
|
|
SDLTest_DrawString(ctx->renderer, text_offset_x + 2.0f, text_y_pos, text);
|
|
}
|
|
|
|
void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_display )
|
|
{
|
|
char label_text[128];
|
|
float log_y = ctx->area.y + BUTTON_PADDING;
|
|
const float new_line_height = gamepad_display->button_height + 2.0f;
|
|
GamepadButton *start_calibration_button = GetGyroCalibrateButton(ctx);
|
|
|
|
/* Show the recalibration progress bar. */
|
|
float recalibrate_button_width = GetGamepadButtonLabelWidth(start_calibration_button) + 2 * BUTTON_PADDING;
|
|
SDL_FRect recalibrate_button_area;
|
|
recalibrate_button_area.x = ctx->area.x + ctx->area.w - recalibrate_button_width - BUTTON_PADDING;
|
|
recalibrate_button_area.y = log_y + FONT_CHARACTER_SIZE * 0.5f - gamepad_display->button_height * 0.5f;
|
|
recalibrate_button_area.w = GetGamepadButtonLabelWidth(start_calibration_button) + 2.0f * BUTTON_PADDING;
|
|
recalibrate_button_area.h = gamepad_display->button_height + BUTTON_PADDING * 2.0f;
|
|
|
|
/* Above button */
|
|
SDL_strlcpy(label_text, "Gyro Orientation:", sizeof(label_text));
|
|
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y - new_line_height, label_text);
|
|
|
|
/* Button label vs state */
|
|
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
|
|
SDL_strlcpy(label_text, "Start Gyro Calibration", sizeof(label_text));
|
|
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING) {
|
|
SDL_snprintf(label_text, sizeof(label_text), "Noise Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
|
|
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING) {
|
|
SDL_snprintf(label_text, sizeof(label_text), "Drift Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
|
|
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
|
|
SDL_strlcpy(label_text, "Recalibrate Gyro", sizeof(label_text));
|
|
}
|
|
|
|
SetGamepadButtonLabel(start_calibration_button, label_text);
|
|
SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
|
|
RenderGamepadButton(start_calibration_button);
|
|
|
|
bool bExtremeNoise = ctx->accelerometer_noise_sq > ACCELEROMETER_MAX_NOISE_G_SQ;
|
|
/* Explicit warning message if we detect too much movement */
|
|
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
|
|
if (bExtremeNoise) {
|
|
SDL_strlcpy(label_text, "GamePad Must Be Still", sizeof(label_text));
|
|
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height, label_text);
|
|
SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
|
|
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
|
|
}
|
|
}
|
|
|
|
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING ||
|
|
ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING)
|
|
{
|
|
float flAbsoluteNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / ACCELEROMETER_MAX_NOISE_G_SQ, 0.0f, 1.0f);
|
|
float flAbsoluteToleranceFraction = SDL_clamp(ctx->accelerometer_noise_tolerance_sq / ACCELEROMETER_MAX_NOISE_G_SQ, 0.0f, 1.0f);
|
|
|
|
float flMaxNoiseForThisPhase = ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING ? ACCELEROMETER_MAX_NOISE_G_SQ : ctx->accelerometer_noise_tolerance_sq;
|
|
float flRelativeNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / flMaxNoiseForThisPhase, 0.0f, 1.0f);
|
|
|
|
float noise_bar_height = gamepad_display->button_height;
|
|
SDL_FRect noise_bar_rect;
|
|
noise_bar_rect.x = recalibrate_button_area.x;
|
|
noise_bar_rect.y = recalibrate_button_area.y + recalibrate_button_area.h + BUTTON_PADDING;
|
|
noise_bar_rect.w = recalibrate_button_area.w;
|
|
noise_bar_rect.h = noise_bar_height;
|
|
|
|
SDL_snprintf(label_text, sizeof(label_text), "Accelerometer Noise Tolerance: %3.3fG ", SDL_sqrtf(ctx->accelerometer_noise_tolerance_sq) );
|
|
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
|
|
|
|
/* Adjust the noise bar rectangle based on the accelerometer noise value */
|
|
float noise_bar_fill_width = flAbsoluteNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
|
|
SDL_FRect noise_bar_fill_rect;
|
|
noise_bar_fill_rect.x = noise_bar_rect.x + (noise_bar_rect.w - noise_bar_fill_width) * 0.5f;
|
|
noise_bar_fill_rect.y = noise_bar_rect.y;
|
|
noise_bar_fill_rect.w = noise_bar_fill_width;
|
|
noise_bar_fill_rect.h = noise_bar_height;
|
|
|
|
/* Set the color based on the noise value vs the tolerance */
|
|
Uint8 red = (Uint8)(flRelativeNoiseFraction * 255.0f);
|
|
Uint8 green = (Uint8)((1.0f - flRelativeNoiseFraction) * 255.0f);
|
|
SDL_SetRenderDrawColor(ctx->renderer, red, green, 0, 255); /* red when high noise, green when low noise */
|
|
SDL_RenderFillRect(ctx->renderer, &noise_bar_fill_rect); /* draw the filled rectangle */
|
|
|
|
float tolerance_bar_fill_width = flAbsoluteToleranceFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
|
|
SDL_FRect tolerance_bar_rect;
|
|
tolerance_bar_rect.x = noise_bar_rect.x + (noise_bar_rect.w - tolerance_bar_fill_width) * 0.5f;
|
|
tolerance_bar_rect.y = noise_bar_rect.y;
|
|
tolerance_bar_rect.w = tolerance_bar_fill_width;
|
|
tolerance_bar_rect.h = noise_bar_height;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 128, 128, 0, 255);
|
|
SDL_RenderRect(ctx->renderer, &tolerance_bar_rect); /* draw the tolerance rectangle */
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box */
|
|
SDL_RenderRect(ctx->renderer, &noise_bar_rect); /* draw the outline rectangle */
|
|
|
|
/* Explicit warning message if we detect too much movement */
|
|
bool bTooMuchNoise = (flAbsoluteNoiseFraction == 1.0f);
|
|
if (bTooMuchNoise) {
|
|
SDL_strlcpy(label_text, "Place GamePad Down!", sizeof(label_text));
|
|
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, noise_bar_rect.y + noise_bar_rect.h + new_line_height, label_text);
|
|
}
|
|
|
|
/* Drift progress bar */
|
|
/* Demonstrate how far we are through the drift progress, and how it resets when there's "high noise", i.e if flNoiseFraction == 1.0f */
|
|
SDL_FRect progress_bar_rect;
|
|
progress_bar_rect.x = recalibrate_button_area.x + BUTTON_PADDING;
|
|
progress_bar_rect.y = recalibrate_button_area.y + recalibrate_button_area.h * 0.5f + BUTTON_PADDING * 0.5f;
|
|
progress_bar_rect.w = recalibrate_button_area.w - BUTTON_PADDING * 2.0f;
|
|
progress_bar_rect.h = BUTTON_PADDING * 0.5f;
|
|
|
|
/* Adjust the drift bar rectangle based on the drift calibration progress fraction */
|
|
float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->calibration_phase_progress_fraction * progress_bar_rect.w;
|
|
SDL_FRect progress_bar_fill;
|
|
progress_bar_fill.x = progress_bar_rect.x;
|
|
progress_bar_fill.y = progress_bar_rect.y;
|
|
progress_bar_fill.w = drift_bar_fill_width;
|
|
progress_bar_fill.h = progress_bar_rect.h;
|
|
|
|
/* Set the color based on the drift calibration progress fraction */
|
|
SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_GREEN); /* red when too much noise, green when low noise*/
|
|
/* Now draw the bars with the filled, then empty rectangles */
|
|
SDL_RenderFillRect(ctx->renderer, &progress_bar_fill); /* draw the filled rectangle*/
|
|
SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box*/
|
|
SDL_RenderRect(ctx->renderer, &progress_bar_rect); /* draw the outline rectangle*/
|
|
|
|
/* If there is too much movement, we are going to draw two diagonal red lines between the progress rect corners.*/
|
|
if (bTooMuchNoise) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_RED); /* red */
|
|
SDL_RenderFillRect(ctx->renderer, &progress_bar_fill); /* draw the filled rectangle */
|
|
}
|
|
}
|
|
}
|
|
|
|
float RenderEulerReadout(GyroDisplay *ctx, GamepadDisplay *gamepad_display )
|
|
{
|
|
/* Get the mater button's width and base our width off that */
|
|
GamepadButton *master_button = GetGyroCalibrateButton(ctx);
|
|
SDL_FRect gyro_calibrate_button_rect;
|
|
GetGamepadButtonArea(master_button, &gyro_calibrate_button_rect);
|
|
|
|
char text[128];
|
|
float log_y = gyro_calibrate_button_rect.y + gyro_calibrate_button_rect.h + BUTTON_PADDING;
|
|
const float new_line_height = gamepad_display->button_height + 2.0f;
|
|
float log_gyro_euler_text_x = gyro_calibrate_button_rect.x;
|
|
|
|
Uint8 r, g, b, a;
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
/* Pitch Readout */
|
|
SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_RED);
|
|
SDL_snprintf(text, sizeof(text), "Pitch: %6.2f%s", ctx->euler_displacement_angles[0], DEGREE_UTF8);
|
|
SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
|
|
|
|
/* Yaw Readout */
|
|
SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_GREEN);
|
|
log_y += new_line_height;
|
|
SDL_snprintf(text, sizeof(text), " Yaw: %6.2f%s", ctx->euler_displacement_angles[1], DEGREE_UTF8);
|
|
SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
|
|
|
|
/* Roll Readout */
|
|
SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_BLUE);
|
|
log_y += new_line_height;
|
|
SDL_snprintf(text, sizeof(text), " Roll: %6.2f%s", ctx->euler_displacement_angles[2], DEGREE_UTF8);
|
|
SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
return log_y + new_line_height; /* Return the next y position for further rendering */
|
|
}
|
|
|
|
/* Draws the 3D cube, circles and accel arrow, positioning itself relative to the calibrate button. */
|
|
void RenderGyroGizmo(GyroDisplay *ctx, SDL_Gamepad *gamepad, float top)
|
|
{
|
|
/* Get the calibrate button's on-screen area: */
|
|
GamepadButton *btn = GetGyroCalibrateButton(ctx);
|
|
SDL_FRect btnArea;
|
|
GetGamepadButtonArea(btn, &btnArea);
|
|
|
|
float gizmoSize = btnArea.w;
|
|
/* Position it centered horizontally above the button with a small gap */
|
|
SDL_FRect gizmoRect;
|
|
gizmoRect.x = btnArea.x + (btnArea.w - gizmoSize) * 0.5f;
|
|
gizmoRect.y = top;
|
|
gizmoRect.w = gizmoSize;
|
|
gizmoRect.h = gizmoSize;
|
|
|
|
/* Draw the rotated cube */
|
|
DrawGyroDebugCube(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
|
|
|
|
/* Draw positive axes */
|
|
DrawGyroDebugAxes(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
|
|
|
|
/* Overlay the XYZ circles */
|
|
DrawGyroDebugCircle(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
|
|
|
|
/* If we have accel, draw that arrow too */
|
|
if (SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL)) {
|
|
float accel[3];
|
|
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, accel, SDL_arraysize(accel));
|
|
DrawAccelerometerDebugArrow(ctx->renderer, &ctx->gyro_quaternion, accel, &gizmoRect);
|
|
}
|
|
|
|
/* Follow the size of the main button, but position it below the gizmo */
|
|
GamepadButton *reset_button = GetGyroResetButton(ctx);
|
|
if (reset_button) {
|
|
SDL_FRect reset_area;
|
|
GetGamepadButtonArea(reset_button, &reset_area);
|
|
/* Position the reset button below the gizmo */
|
|
reset_area.x = btnArea.x;
|
|
reset_area.y = gizmoRect.y + gizmoRect.h + BUTTON_PADDING * 0.5f;
|
|
reset_area.w = btnArea.w;
|
|
reset_area.h = btnArea.h;
|
|
SetGamepadButtonArea(reset_button, &reset_area);
|
|
RenderGamepadButton(reset_button);
|
|
}
|
|
}
|
|
|
|
void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Gamepad *gamepad)
|
|
{
|
|
if (!ctx)
|
|
return;
|
|
|
|
bool bHasAccelerometer = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
|
|
bool bHasGyroscope = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
|
|
bool bHasIMU = bHasAccelerometer || bHasGyroscope;
|
|
if (!bHasIMU)
|
|
return;
|
|
|
|
Uint8 r, g, b, a;
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
RenderSensorTimingInfo(ctx, gamepadElements);
|
|
RenderGyroDriftCalibrationButton(ctx, gamepadElements);
|
|
|
|
/* Render Gyro calibration phases */
|
|
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
|
|
float bottom = RenderEulerReadout(ctx, gamepadElements);
|
|
RenderGyroGizmo(ctx, gamepad, bottom);
|
|
}
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
}
|
|
|
|
void DestroyGyroDisplay(GyroDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
DestroyGamepadButton(ctx->reset_gyro_button);
|
|
DestroyGamepadButton(ctx->calibrate_gyro_button);
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
|
|
struct GamepadTypeDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
|
|
int type_highlighted;
|
|
bool type_pressed;
|
|
int type_selected;
|
|
SDL_GamepadType real_type;
|
|
|
|
SDL_FRect area;
|
|
};
|
|
|
|
GamepadTypeDisplay *CreateGamepadTypeDisplay(SDL_Renderer *renderer)
|
|
{
|
|
GamepadTypeDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->type_highlighted = SDL_GAMEPAD_TYPE_UNSELECTED;
|
|
ctx->type_selected = SDL_GAMEPAD_TYPE_UNSELECTED;
|
|
ctx->real_type = SDL_GAMEPAD_TYPE_UNKNOWN;
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetGamepadTypeDisplayArea(GamepadTypeDisplay *ctx, const SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(&ctx->area, area);
|
|
}
|
|
|
|
void SetGamepadTypeDisplayHighlight(GamepadTypeDisplay *ctx, int type, bool pressed)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->type_highlighted = type;
|
|
ctx->type_pressed = pressed;
|
|
}
|
|
|
|
void SetGamepadTypeDisplaySelected(GamepadTypeDisplay *ctx, int type)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->type_selected = type;
|
|
}
|
|
|
|
void SetGamepadTypeDisplayRealType(GamepadTypeDisplay *ctx, SDL_GamepadType type)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->real_type = type;
|
|
}
|
|
|
|
int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y)
|
|
{
|
|
int i;
|
|
const float margin = 8.0f;
|
|
const float line_height = 16.0f;
|
|
SDL_FRect highlight;
|
|
SDL_FPoint point;
|
|
|
|
if (!ctx) {
|
|
return SDL_GAMEPAD_TYPE_UNSELECTED;
|
|
}
|
|
|
|
point.x = x;
|
|
point.y = y;
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
|
|
highlight.x = x;
|
|
highlight.y = y;
|
|
highlight.w = ctx->area.w - (margin * 2);
|
|
highlight.h = line_height;
|
|
|
|
if (SDL_PointInRectFloat(&point, &highlight)) {
|
|
return i;
|
|
}
|
|
|
|
y += line_height;
|
|
}
|
|
return SDL_GAMEPAD_TYPE_UNSELECTED;
|
|
}
|
|
|
|
static void RenderGamepadTypeHighlight(GamepadTypeDisplay *ctx, int type, const SDL_FRect *area)
|
|
{
|
|
if (type == ctx->type_highlighted || type == ctx->type_selected) {
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
if (type == ctx->type_highlighted) {
|
|
if (ctx->type_pressed) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
|
|
}
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, SELECTED_COLOR);
|
|
}
|
|
SDL_RenderFillRect(ctx->renderer, area);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
}
|
|
}
|
|
|
|
void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx)
|
|
{
|
|
float x, y;
|
|
int i;
|
|
char text[128];
|
|
const float margin = 8.0f;
|
|
const float line_height = 16.0f;
|
|
SDL_FPoint dst;
|
|
SDL_FRect highlight;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
|
|
highlight.x = x;
|
|
highlight.y = y;
|
|
highlight.w = ctx->area.w - (margin * 2);
|
|
highlight.h = line_height;
|
|
RenderGamepadTypeHighlight(ctx, i, &highlight);
|
|
|
|
if (i == SDL_GAMEPAD_TYPE_UNKNOWN) {
|
|
if (ctx->real_type == SDL_GAMEPAD_TYPE_UNKNOWN ||
|
|
ctx->real_type == SDL_GAMEPAD_TYPE_STANDARD) {
|
|
SDL_strlcpy(text, "Auto (Standard)", sizeof(text));
|
|
} else {
|
|
SDL_snprintf(text, sizeof(text), "Auto (%s)", GetGamepadTypeString(ctx->real_type));
|
|
}
|
|
} else if (i == SDL_GAMEPAD_TYPE_STANDARD) {
|
|
SDL_strlcpy(text, "Standard", sizeof(text));
|
|
} else {
|
|
SDL_strlcpy(text, GetGamepadTypeString((SDL_GamepadType)i), sizeof(text));
|
|
}
|
|
|
|
dst.x = x + margin;
|
|
dst.y = y + line_height / 2 - FONT_CHARACTER_SIZE / 2;
|
|
SDLTest_DrawString(ctx->renderer, dst.x, dst.y, text);
|
|
|
|
y += line_height;
|
|
}
|
|
}
|
|
|
|
void DestroyGamepadTypeDisplay(GamepadTypeDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
|
|
struct JoystickDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *button_texture;
|
|
SDL_Texture *arrow_texture;
|
|
float button_width;
|
|
float button_height;
|
|
float arrow_width;
|
|
float arrow_height;
|
|
|
|
SDL_FRect area;
|
|
|
|
char *element_highlighted;
|
|
bool element_pressed;
|
|
};
|
|
|
|
JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer)
|
|
{
|
|
JoystickDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
|
|
SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
|
|
|
|
ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
|
|
SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(&ctx->area, area);
|
|
}
|
|
|
|
char *GetJoystickDisplayElementAt(JoystickDisplay *ctx, SDL_Joystick *joystick, float x, float y)
|
|
{
|
|
SDL_FPoint point;
|
|
int i;
|
|
int nbuttons = SDL_GetNumJoystickButtons(joystick);
|
|
int naxes = SDL_GetNumJoystickAxes(joystick);
|
|
int nhats = SDL_GetNumJoystickHats(joystick);
|
|
char text[32];
|
|
const float margin = 8.0f;
|
|
const float center = 80.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FRect dst, highlight;
|
|
char *element = NULL;
|
|
|
|
if (!ctx) {
|
|
return NULL;
|
|
}
|
|
|
|
point.x = x;
|
|
point.y = y;
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
if (nbuttons > 0) {
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < nbuttons; ++i) {
|
|
highlight.x = x;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = center - (margin * 2);
|
|
highlight.h = ctx->button_height;
|
|
if (SDL_PointInRectFloat(&point, &highlight)) {
|
|
SDL_asprintf(&element, "b%d", i);
|
|
return element;
|
|
}
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
x = ctx->area.x + margin + center + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
if (naxes > 0) {
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < naxes; ++i) {
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
|
|
highlight.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = ctx->arrow_width + arrow_extent;
|
|
highlight.h = ctx->button_height;
|
|
if (SDL_PointInRectFloat(&point, &highlight)) {
|
|
SDL_asprintf(&element, "-a%d", i);
|
|
return element;
|
|
}
|
|
|
|
highlight.x += highlight.w;
|
|
if (SDL_PointInRectFloat(&point, &highlight)) {
|
|
SDL_asprintf(&element, "+a%d", i);
|
|
return element;
|
|
}
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
if (nhats > 0) {
|
|
y += FONT_LINE_HEIGHT + 2 + 1.5f * ctx->button_height - FONT_CHARACTER_SIZE / 2;
|
|
|
|
for (i = 0; i < nhats; ++i) {
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
if (SDL_PointInRectFloat(&point, &dst)) {
|
|
SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_LEFT);
|
|
return element;
|
|
}
|
|
|
|
dst.x += ctx->button_width;
|
|
dst.y -= ctx->button_height;
|
|
if (SDL_PointInRectFloat(&point, &dst)) {
|
|
SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_UP);
|
|
return element;
|
|
}
|
|
|
|
dst.y += ctx->button_height * 2;
|
|
if (SDL_PointInRectFloat(&point, &dst)) {
|
|
SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_DOWN);
|
|
return element;
|
|
}
|
|
|
|
dst.x += ctx->button_width;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
if (SDL_PointInRectFloat(&point, &dst)) {
|
|
SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_RIGHT);
|
|
return element;
|
|
}
|
|
|
|
y += 3 * ctx->button_height + 2;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void SetJoystickDisplayHighlight(JoystickDisplay *ctx, const char *element, bool pressed)
|
|
{
|
|
if (ctx->element_highlighted) {
|
|
SDL_free(ctx->element_highlighted);
|
|
ctx->element_highlighted = NULL;
|
|
ctx->element_pressed = false;
|
|
}
|
|
|
|
if (element) {
|
|
ctx->element_highlighted = SDL_strdup(element);
|
|
ctx->element_pressed = pressed;
|
|
}
|
|
}
|
|
|
|
static void RenderJoystickButtonHighlight(JoystickDisplay *ctx, int button, const SDL_FRect *area)
|
|
{
|
|
if (!ctx->element_highlighted || *ctx->element_highlighted != 'b') {
|
|
return;
|
|
}
|
|
|
|
if (SDL_atoi(ctx->element_highlighted + 1) == button) {
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
if (ctx->element_pressed) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
|
|
}
|
|
SDL_RenderFillRect(ctx->renderer, area);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
}
|
|
}
|
|
|
|
static void RenderJoystickAxisHighlight(JoystickDisplay *ctx, int axis, int direction, const SDL_FRect *area)
|
|
{
|
|
char prefix = (direction < 0 ? '-' : '+');
|
|
|
|
if (!ctx->element_highlighted ||
|
|
ctx->element_highlighted[0] != prefix ||
|
|
ctx->element_highlighted[1] != 'a') {
|
|
return;
|
|
}
|
|
|
|
if (SDL_atoi(ctx->element_highlighted + 2) == axis) {
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
if (ctx->element_pressed) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
|
|
} else {
|
|
SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
|
|
}
|
|
SDL_RenderFillRect(ctx->renderer, area);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
}
|
|
}
|
|
|
|
static bool SetupJoystickHatHighlight(JoystickDisplay *ctx, int hat, int direction)
|
|
{
|
|
if (!ctx->element_highlighted || *ctx->element_highlighted != 'h') {
|
|
return false;
|
|
}
|
|
|
|
if (SDL_atoi(ctx->element_highlighted + 1) == hat &&
|
|
ctx->element_highlighted[2] == '.' &&
|
|
SDL_atoi(ctx->element_highlighted + 3) == direction) {
|
|
if (ctx->element_pressed) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, PRESSED_TEXTURE_MOD);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, HIGHLIGHT_TEXTURE_MOD);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
|
|
{
|
|
float x, y;
|
|
int i;
|
|
int nbuttons = SDL_GetNumJoystickButtons(joystick);
|
|
int naxes = SDL_GetNumJoystickAxes(joystick);
|
|
int nhats = SDL_GetNumJoystickHats(joystick);
|
|
char text[32];
|
|
const float margin = 8.0f;
|
|
const float center = 80.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FRect dst, rect, highlight;
|
|
Uint8 r, g, b, a;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
if (nbuttons > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "BUTTONS");
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < nbuttons; ++i) {
|
|
highlight.x = x;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = center - (margin * 2);
|
|
highlight.h = ctx->button_height;
|
|
RenderJoystickButtonHighlight(ctx, i, &highlight);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%2d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
if (SDL_GetJoystickButton(joystick, (Uint8)i)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
x = ctx->area.x + margin + center + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
if (naxes > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "AXES");
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < naxes; ++i) {
|
|
Sint16 value = SDL_GetJoystickAxis(joystick, i);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
highlight.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
|
|
highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
highlight.w = ctx->arrow_width + arrow_extent;
|
|
highlight.h = ctx->button_height;
|
|
RenderJoystickAxisHighlight(ctx, i, -1, &highlight);
|
|
|
|
highlight.x += highlight.w;
|
|
RenderJoystickAxisHighlight(ctx, i, 1, &highlight);
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
|
|
dst.w = ctx->arrow_width;
|
|
dst.h = ctx->arrow_height;
|
|
|
|
if (value == SDL_MIN_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
|
|
|
|
dst.x += ctx->arrow_width;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
|
|
rect.x = dst.x + arrow_extent - 2.0f;
|
|
rect.y = dst.y;
|
|
rect.w = 4.0f;
|
|
rect.h = ctx->arrow_height;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
if (value < 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
|
|
rect.x = dst.x + arrow_extent - rect.w;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value > 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
|
|
rect.x = dst.x;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value == SDL_MAX_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
if (nhats > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "HATS");
|
|
y += FONT_LINE_HEIGHT + 2 + 1.5f * ctx->button_height - FONT_CHARACTER_SIZE / 2;
|
|
|
|
for (i = 0; i < nhats; ++i) {
|
|
Uint8 value = SDL_GetJoystickHat(joystick, i);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
if (value & SDL_HAT_LEFT) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_LEFT)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = ctx->button_width;
|
|
dst.h = ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_UP) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_UP)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x += ctx->button_width;
|
|
dst.y -= ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_DOWN) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_DOWN)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.y += ctx->button_height * 2;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_RIGHT) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_RIGHT)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x += ctx->button_width;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
y += 3 * ctx->button_height + 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DestroyJoystickDisplay(JoystickDisplay *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_DestroyTexture(ctx->button_texture);
|
|
SDL_DestroyTexture(ctx->arrow_texture);
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
|
|
struct GamepadButton
|
|
{
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *background;
|
|
float background_width;
|
|
float background_height;
|
|
|
|
SDL_FRect area;
|
|
|
|
char *label;
|
|
float label_width;
|
|
float label_height;
|
|
|
|
bool highlight;
|
|
bool pressed;
|
|
};
|
|
|
|
GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label)
|
|
{
|
|
GamepadButton *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->background = CreateTexture(renderer, gamepad_button_background_bmp, gamepad_button_background_bmp_len);
|
|
SDL_GetTextureSize(ctx->background, &ctx->background_width, &ctx->background_height);
|
|
|
|
SetGamepadButtonLabel(ctx, label);
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetGamepadButtonLabel(GamepadButton *ctx, const char *label)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
if (ctx->label) {
|
|
SDL_free(ctx->label);
|
|
}
|
|
|
|
ctx->label = SDL_strdup(label);
|
|
ctx->label_width = (float)(FONT_CHARACTER_SIZE * SDL_strlen(label));
|
|
ctx->label_height = (float)FONT_CHARACTER_SIZE;
|
|
}
|
|
void SetGamepadButtonArea(GamepadButton *ctx, const SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(&ctx->area, area);
|
|
}
|
|
|
|
void GetGamepadButtonArea(GamepadButton *ctx, SDL_FRect *area)
|
|
{
|
|
if (!ctx) {
|
|
SDL_zerop(area);
|
|
return;
|
|
}
|
|
|
|
SDL_copyp(area, &ctx->area);
|
|
}
|
|
|
|
void SetGamepadButtonHighlight(GamepadButton *ctx, bool highlight, bool pressed)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->highlight = highlight;
|
|
if (highlight) {
|
|
ctx->pressed = pressed;
|
|
} else {
|
|
ctx->pressed = false;
|
|
}
|
|
}
|
|
|
|
float GetGamepadButtonLabelWidth(GamepadButton *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->label_width;
|
|
}
|
|
|
|
float GetGamepadButtonLabelHeight(GamepadButton *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return 0;
|
|
}
|
|
|
|
return ctx->label_height;
|
|
}
|
|
|
|
bool GamepadButtonContains(GamepadButton *ctx, float x, float y)
|
|
{
|
|
SDL_FPoint point;
|
|
|
|
if (!ctx) {
|
|
return false;
|
|
}
|
|
|
|
point.x = x;
|
|
point.y = y;
|
|
return SDL_PointInRectFloat(&point, &ctx->area);
|
|
}
|
|
|
|
void RenderGamepadButton(GamepadButton *ctx)
|
|
{
|
|
SDL_FRect src, dst;
|
|
float one_third_src_width;
|
|
float one_third_src_height;
|
|
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
one_third_src_width = ctx->background_width / 3;
|
|
one_third_src_height = ctx->background_height / 3;
|
|
|
|
if (ctx->pressed) {
|
|
SDL_SetTextureColorMod(ctx->background, PRESSED_TEXTURE_MOD);
|
|
} else if (ctx->highlight) {
|
|
SDL_SetTextureColorMod(ctx->background, HIGHLIGHT_TEXTURE_MOD);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->background, 255, 255, 255);
|
|
}
|
|
|
|
/* Top left */
|
|
src.x = 0.0f;
|
|
src.y = 0.0f;
|
|
src.w = one_third_src_width;
|
|
src.h = one_third_src_height;
|
|
dst.x = ctx->area.x;
|
|
dst.y = ctx->area.y;
|
|
dst.w = src.w;
|
|
dst.h = src.h;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Bottom left */
|
|
src.y = ctx->background_height - src.h;
|
|
dst.y = ctx->area.y + ctx->area.h - dst.h;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Bottom right */
|
|
src.x = ctx->background_width - src.w;
|
|
dst.x = ctx->area.x + ctx->area.w - dst.w;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Top right */
|
|
src.y = 0.0f;
|
|
dst.y = ctx->area.y;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Left */
|
|
src.x = 0.0f;
|
|
src.y = one_third_src_height;
|
|
dst.x = ctx->area.x;
|
|
dst.y = ctx->area.y + one_third_src_height;
|
|
dst.w = one_third_src_width;
|
|
dst.h = ctx->area.h - 2 * one_third_src_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Right */
|
|
src.x = ctx->background_width - one_third_src_width;
|
|
dst.x = ctx->area.x + ctx->area.w - one_third_src_width;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Top */
|
|
src.x = one_third_src_width;
|
|
src.y = 0.0f;
|
|
dst.x = ctx->area.x + one_third_src_width;
|
|
dst.y = ctx->area.y;
|
|
dst.w = ctx->area.w - 2 * one_third_src_width;
|
|
dst.h = one_third_src_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Bottom */
|
|
src.y = ctx->background_height - src.h;
|
|
dst.y = ctx->area.y + ctx->area.h - one_third_src_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Center */
|
|
src.x = one_third_src_width;
|
|
src.y = one_third_src_height;
|
|
dst.x = ctx->area.x + one_third_src_width;
|
|
dst.y = ctx->area.y + one_third_src_height;
|
|
dst.w = ctx->area.w - 2 * one_third_src_width;
|
|
dst.h = ctx->area.h - 2 * one_third_src_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
|
|
|
|
/* Label */
|
|
dst.x = ctx->area.x + ctx->area.w / 2 - ctx->label_width / 2;
|
|
dst.y = ctx->area.y + ctx->area.h / 2 - ctx->label_height / 2;
|
|
SDLTest_DrawString(ctx->renderer, dst.x, dst.y, ctx->label);
|
|
}
|
|
|
|
void DestroyGamepadButton(GamepadButton *ctx)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
SDL_DestroyTexture(ctx->background);
|
|
SDL_free(ctx->label);
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
|
|
typedef struct
|
|
{
|
|
char *guid;
|
|
char *name;
|
|
int num_elements;
|
|
char **keys;
|
|
char **values;
|
|
} MappingParts;
|
|
|
|
static bool AddMappingKeyValue(MappingParts *parts, char *key, char *value);
|
|
|
|
static bool AddMappingHalfAxisValue(MappingParts *parts, const char *key, const char *value, char sign)
|
|
{
|
|
char *new_key, *new_value;
|
|
|
|
if (SDL_asprintf(&new_key, "%c%s", sign, key) < 0) {
|
|
return false;
|
|
}
|
|
|
|
if (*value && value[SDL_strlen(value) - 1] == '~') {
|
|
/* Invert the sign of the bound axis */
|
|
if (sign == '+') {
|
|
sign = '-';
|
|
} else {
|
|
sign = '+';
|
|
}
|
|
}
|
|
|
|
if (SDL_asprintf(&new_value, "%c%s", sign, value) < 0) {
|
|
SDL_free(new_key);
|
|
return false;
|
|
}
|
|
if (new_value[SDL_strlen(new_value) - 1] == '~') {
|
|
new_value[SDL_strlen(new_value) - 1] = '\0';
|
|
}
|
|
|
|
return AddMappingKeyValue(parts, new_key, new_value);
|
|
}
|
|
|
|
static bool AddMappingKeyValue(MappingParts *parts, char *key, char *value)
|
|
{
|
|
int axis;
|
|
char **new_keys, **new_values;
|
|
|
|
if (!key || !value) {
|
|
SDL_free(key);
|
|
SDL_free(value);
|
|
return false;
|
|
}
|
|
|
|
/* Split axis values for easy binding purposes */
|
|
for (axis = 0; axis < SDL_GAMEPAD_AXIS_LEFT_TRIGGER; ++axis) {
|
|
if (SDL_strcmp(key, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)axis)) == 0) {
|
|
bool result;
|
|
|
|
result = AddMappingHalfAxisValue(parts, key, value, '-') &&
|
|
AddMappingHalfAxisValue(parts, key, value, '+');
|
|
SDL_free(key);
|
|
SDL_free(value);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
new_keys = (char **)SDL_realloc(parts->keys, (parts->num_elements + 1) * sizeof(*new_keys));
|
|
if (!new_keys) {
|
|
return false;
|
|
}
|
|
parts->keys = new_keys;
|
|
|
|
new_values = (char **)SDL_realloc(parts->values, (parts->num_elements + 1) * sizeof(*new_values));
|
|
if (!new_values) {
|
|
return false;
|
|
}
|
|
parts->values = new_values;
|
|
|
|
new_keys[parts->num_elements] = key;
|
|
new_values[parts->num_elements] = value;
|
|
++parts->num_elements;
|
|
return true;
|
|
}
|
|
|
|
static void SplitMapping(const char *mapping, MappingParts *parts)
|
|
{
|
|
const char *current, *comma, *colon, *key, *value;
|
|
char *new_key, *new_value;
|
|
|
|
SDL_zerop(parts);
|
|
|
|
if (!mapping || !*mapping) {
|
|
return;
|
|
}
|
|
|
|
/* Get the guid */
|
|
current = mapping;
|
|
comma = SDL_strchr(current, ',');
|
|
if (!comma) {
|
|
parts->guid = SDL_strdup(current);
|
|
return;
|
|
}
|
|
parts->guid = SDL_strndup(current, (comma - current));
|
|
current = comma + 1;
|
|
|
|
/* Get the name */
|
|
comma = SDL_strchr(current, ',');
|
|
if (!comma) {
|
|
parts->name = SDL_strdup(current);
|
|
return;
|
|
}
|
|
if (*current != '*') {
|
|
parts->name = SDL_strndup(current, (comma - current));
|
|
}
|
|
current = comma + 1;
|
|
|
|
for (;;) {
|
|
colon = SDL_strchr(current, ':');
|
|
if (!colon) {
|
|
break;
|
|
}
|
|
|
|
key = current;
|
|
value = colon + 1;
|
|
comma = SDL_strchr(value, ',');
|
|
|
|
new_key = SDL_strndup(key, (colon - key));
|
|
if (comma) {
|
|
new_value = SDL_strndup(value, (comma - value));
|
|
} else {
|
|
new_value = SDL_strdup(value);
|
|
}
|
|
if (!AddMappingKeyValue(parts, new_key, new_value)) {
|
|
break;
|
|
}
|
|
|
|
if (comma) {
|
|
current = comma + 1;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static int FindMappingKey(const MappingParts *parts, const char *key)
|
|
{
|
|
int i;
|
|
|
|
if (key) {
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
if (SDL_strcmp(key, parts->keys[i]) == 0) {
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
static void RemoveMappingValueAt(MappingParts *parts, int index)
|
|
{
|
|
SDL_free(parts->keys[index]);
|
|
SDL_free(parts->values[index]);
|
|
--parts->num_elements;
|
|
if (index < parts->num_elements) {
|
|
SDL_memmove(&parts->keys[index], &parts->keys[index] + 1, (parts->num_elements - index) * sizeof(parts->keys[index]));
|
|
SDL_memmove(&parts->values[index], &parts->values[index] + 1, (parts->num_elements - index) * sizeof(parts->values[index]));
|
|
}
|
|
}
|
|
|
|
static void ConvertBAXYMapping(MappingParts *parts)
|
|
{
|
|
int i;
|
|
bool baxy_mapping = false;
|
|
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
const char *key = parts->keys[i];
|
|
const char *value = parts->values[i];
|
|
|
|
if (SDL_strcmp(key, "hint") == 0 &&
|
|
SDL_strcmp(value, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") == 0) {
|
|
baxy_mapping = true;
|
|
}
|
|
}
|
|
|
|
if (!baxy_mapping) {
|
|
return;
|
|
}
|
|
|
|
/* Swap buttons, invert hint */
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
char *key = parts->keys[i];
|
|
char *value = parts->values[i];
|
|
|
|
if (SDL_strcmp(key, "a") == 0) {
|
|
parts->keys[i] = SDL_strdup("b");
|
|
SDL_free(key);
|
|
} else if (SDL_strcmp(key, "b") == 0) {
|
|
parts->keys[i] = SDL_strdup("a");
|
|
SDL_free(key);
|
|
} else if (SDL_strcmp(key, "x") == 0) {
|
|
parts->keys[i] = SDL_strdup("y");
|
|
SDL_free(key);
|
|
} else if (SDL_strcmp(key, "y") == 0) {
|
|
parts->keys[i] = SDL_strdup("x");
|
|
SDL_free(key);
|
|
} else if (SDL_strcmp(key, "hint") == 0 &&
|
|
SDL_strcmp(value, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") == 0) {
|
|
parts->values[i] = SDL_strdup("!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1");
|
|
SDL_free(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UpdateLegacyElements(MappingParts *parts)
|
|
{
|
|
ConvertBAXYMapping(parts);
|
|
}
|
|
|
|
static bool CombineMappingAxes(MappingParts *parts)
|
|
{
|
|
int i, matching, axis;
|
|
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
char *key = parts->keys[i];
|
|
char *current_value;
|
|
char *matching_key;
|
|
char *matching_value;
|
|
|
|
if (*key != '-' && *key != '+') {
|
|
continue;
|
|
}
|
|
|
|
for (axis = 0; axis < SDL_GAMEPAD_AXIS_LEFT_TRIGGER; ++axis) {
|
|
if (SDL_strcmp(key + 1, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)axis)) == 0) {
|
|
/* Look for a matching axis with the opposite sign */
|
|
if (SDL_asprintf(&matching_key, "%c%s", (*key == '-' ? '+' : '-'), key + 1) < 0) {
|
|
return false;
|
|
}
|
|
matching = FindMappingKey(parts, matching_key);
|
|
if (matching >= 0) {
|
|
/* Check to see if they're bound to the same axis */
|
|
current_value = parts->values[i];
|
|
matching_value = parts->values[matching];
|
|
if (((*current_value == '-' && *matching_value == '+') ||
|
|
(*current_value == '+' && *matching_value == '-')) &&
|
|
SDL_strcmp(current_value + 1, matching_value + 1) == 0) {
|
|
/* Combine these axes */
|
|
if (*key == *current_value) {
|
|
SDL_memmove(current_value, current_value + 1, SDL_strlen(current_value));
|
|
} else {
|
|
/* Invert the bound axis */
|
|
SDL_memmove(current_value, current_value + 1, SDL_strlen(current_value)-1);
|
|
current_value[SDL_strlen(current_value) - 1] = '~';
|
|
}
|
|
SDL_memmove(key, key + 1, SDL_strlen(key));
|
|
RemoveMappingValueAt(parts, matching);
|
|
}
|
|
}
|
|
SDL_free(matching_key);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
MappingParts *parts;
|
|
int index;
|
|
} MappingSortEntry;
|
|
|
|
static int SDLCALL SortMapping(const void *a, const void *b)
|
|
{
|
|
MappingSortEntry *A = (MappingSortEntry *)a;
|
|
MappingSortEntry *B = (MappingSortEntry *)b;
|
|
const char *keyA = A->parts->keys[A->index];
|
|
const char *keyB = B->parts->keys[B->index];
|
|
|
|
return SDL_strcmp(keyA, keyB);
|
|
}
|
|
|
|
static void MoveSortedEntry(const char *key, MappingSortEntry *sort_order, int num_elements, bool front)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < num_elements; ++i) {
|
|
MappingSortEntry *entry = &sort_order[i];
|
|
if (SDL_strcmp(key, entry->parts->keys[entry->index]) == 0) {
|
|
if (front && i != 0) {
|
|
MappingSortEntry tmp = sort_order[i];
|
|
SDL_memmove(&sort_order[1], &sort_order[0], sizeof(*sort_order)*i);
|
|
sort_order[0] = tmp;
|
|
} else if (!front && i != (num_elements - 1)) {
|
|
MappingSortEntry tmp = sort_order[i];
|
|
SDL_memmove(&sort_order[i], &sort_order[i + 1], sizeof(*sort_order)*(num_elements - i - 1));
|
|
sort_order[num_elements - 1] = tmp;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static char *JoinMapping(MappingParts *parts)
|
|
{
|
|
int i;
|
|
size_t length;
|
|
char *mapping;
|
|
const char *guid;
|
|
const char *name;
|
|
MappingSortEntry *sort_order;
|
|
|
|
UpdateLegacyElements(parts);
|
|
CombineMappingAxes(parts);
|
|
|
|
guid = parts->guid;
|
|
if (!guid || !*guid) {
|
|
guid = "*";
|
|
}
|
|
|
|
name = parts->name;
|
|
if (!name || !*name) {
|
|
name = "*";
|
|
}
|
|
|
|
length = SDL_strlen(guid) + 1 + SDL_strlen(name) + 1;
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
length += SDL_strlen(parts->keys[i]) + 1;
|
|
length += SDL_strlen(parts->values[i]) + 1;
|
|
}
|
|
length += 1;
|
|
|
|
/* The sort order is: crc, platform, type, *, sdk, hint */
|
|
sort_order = SDL_stack_alloc(MappingSortEntry, parts->num_elements);
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
sort_order[i].parts = parts;
|
|
sort_order[i].index = i;
|
|
}
|
|
SDL_qsort(sort_order, parts->num_elements, sizeof(*sort_order), SortMapping);
|
|
MoveSortedEntry("face", sort_order, parts->num_elements, true);
|
|
MoveSortedEntry("type", sort_order, parts->num_elements, true);
|
|
MoveSortedEntry("platform", sort_order, parts->num_elements, true);
|
|
MoveSortedEntry("crc", sort_order, parts->num_elements, true);
|
|
MoveSortedEntry("sdk>=", sort_order, parts->num_elements, false);
|
|
MoveSortedEntry("sdk<=", sort_order, parts->num_elements, false);
|
|
MoveSortedEntry("hint", sort_order, parts->num_elements, false);
|
|
|
|
/* Move platform to the front */
|
|
|
|
mapping = (char *)SDL_malloc(length);
|
|
if (mapping) {
|
|
*mapping = '\0';
|
|
SDL_strlcat(mapping, guid, length);
|
|
SDL_strlcat(mapping, ",", length);
|
|
SDL_strlcat(mapping, name, length);
|
|
SDL_strlcat(mapping, ",", length);
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
int next = sort_order[i].index;
|
|
SDL_strlcat(mapping, parts->keys[next], length);
|
|
SDL_strlcat(mapping, ":", length);
|
|
SDL_strlcat(mapping, parts->values[next], length);
|
|
SDL_strlcat(mapping, ",", length);
|
|
}
|
|
}
|
|
|
|
SDL_stack_free(sort_order);
|
|
|
|
return mapping;
|
|
}
|
|
|
|
static void FreeMappingParts(MappingParts *parts)
|
|
{
|
|
int i;
|
|
|
|
SDL_free(parts->guid);
|
|
SDL_free(parts->name);
|
|
for (i = 0; i < parts->num_elements; ++i) {
|
|
SDL_free(parts->keys[i]);
|
|
SDL_free(parts->values[i]);
|
|
}
|
|
SDL_free(parts->keys);
|
|
SDL_free(parts->values);
|
|
SDL_zerop(parts);
|
|
}
|
|
|
|
/* Create a new mapping from the parts and free the old mapping and parts */
|
|
static char *RecreateMapping(MappingParts *parts, char *mapping)
|
|
{
|
|
char *new_mapping = JoinMapping(parts);
|
|
if (new_mapping) {
|
|
SDL_free(mapping);
|
|
mapping = new_mapping;
|
|
}
|
|
FreeMappingParts(parts);
|
|
return mapping;
|
|
}
|
|
|
|
static const char *GetLegacyKey(const char *key, bool baxy)
|
|
{
|
|
if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_SOUTH)) == 0) {
|
|
if (baxy) {
|
|
return "b";
|
|
} else {
|
|
return "a";
|
|
}
|
|
}
|
|
|
|
if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_EAST)) == 0) {
|
|
if (baxy) {
|
|
return "a";
|
|
} else {
|
|
return "b";
|
|
}
|
|
}
|
|
|
|
if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_WEST)) == 0) {
|
|
if (baxy) {
|
|
return "y";
|
|
} else {
|
|
return "x";
|
|
}
|
|
}
|
|
|
|
if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_NORTH)) == 0) {
|
|
if (baxy) {
|
|
return "y";
|
|
} else {
|
|
return "x";
|
|
}
|
|
}
|
|
|
|
return key;
|
|
}
|
|
|
|
static bool MappingHasKey(const char *mapping, const char *key)
|
|
{
|
|
int i;
|
|
MappingParts parts;
|
|
bool result = false;
|
|
|
|
SplitMapping(mapping, &parts);
|
|
i = FindMappingKey(&parts, key);
|
|
if (i < 0) {
|
|
bool baxy_mapping = false;
|
|
|
|
if (mapping && SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
|
|
baxy_mapping = true;
|
|
}
|
|
i = FindMappingKey(&parts, GetLegacyKey(key, baxy_mapping));
|
|
}
|
|
if (i >= 0) {
|
|
result = true;
|
|
}
|
|
FreeMappingParts(&parts);
|
|
|
|
return result;
|
|
}
|
|
|
|
static char *GetMappingValue(const char *mapping, const char *key)
|
|
{
|
|
int i;
|
|
MappingParts parts;
|
|
char *value = NULL;
|
|
|
|
SplitMapping(mapping, &parts);
|
|
i = FindMappingKey(&parts, key);
|
|
if (i < 0) {
|
|
bool baxy_mapping = false;
|
|
|
|
if (mapping && SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
|
|
baxy_mapping = true;
|
|
}
|
|
i = FindMappingKey(&parts, GetLegacyKey(key, baxy_mapping));
|
|
}
|
|
if (i >= 0) {
|
|
value = parts.values[i];
|
|
parts.values[i] = NULL; /* So we don't free it */
|
|
}
|
|
FreeMappingParts(&parts);
|
|
|
|
return value;
|
|
}
|
|
|
|
static char *SetMappingValue(char *mapping, const char *key, const char *value)
|
|
{
|
|
MappingParts parts;
|
|
int i;
|
|
char *new_key = NULL;
|
|
char *new_value = NULL;
|
|
char **new_keys = NULL;
|
|
char **new_values = NULL;
|
|
bool result = false;
|
|
|
|
if (!key) {
|
|
return mapping;
|
|
}
|
|
|
|
SplitMapping(mapping, &parts);
|
|
i = FindMappingKey(&parts, key);
|
|
if (i >= 0) {
|
|
new_value = SDL_strdup(value);
|
|
if (new_value) {
|
|
SDL_free(parts.values[i]);
|
|
parts.values[i] = new_value;
|
|
result = true;
|
|
}
|
|
} else {
|
|
int count = parts.num_elements;
|
|
|
|
new_key = SDL_strdup(key);
|
|
if (new_key) {
|
|
new_value = SDL_strdup(value);
|
|
if (new_value) {
|
|
new_keys = (char **)SDL_realloc(parts.keys, (count + 1) * sizeof(*new_keys));
|
|
if (new_keys) {
|
|
new_values = (char **)SDL_realloc(parts.values, (count + 1) * sizeof(*new_values));
|
|
if (new_values) {
|
|
new_keys[count] = new_key;
|
|
new_values[count] = new_value;
|
|
parts.num_elements = (count + 1);
|
|
parts.keys = new_keys;
|
|
parts.values = new_values;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (result) {
|
|
mapping = RecreateMapping(&parts, mapping);
|
|
} else {
|
|
SDL_free(new_key);
|
|
SDL_free(new_value);
|
|
SDL_free(new_keys);
|
|
SDL_free(new_values);
|
|
}
|
|
return mapping;
|
|
}
|
|
|
|
static char *RemoveMappingValue(char *mapping, const char *key)
|
|
{
|
|
MappingParts parts;
|
|
int i;
|
|
|
|
SplitMapping(mapping, &parts);
|
|
i = FindMappingKey(&parts, key);
|
|
if (i >= 0) {
|
|
RemoveMappingValueAt(&parts, i);
|
|
}
|
|
return RecreateMapping(&parts, mapping);
|
|
}
|
|
|
|
bool MappingHasBindings(const char *mapping)
|
|
{
|
|
MappingParts parts;
|
|
int i;
|
|
bool result = false;
|
|
|
|
if (!mapping || !*mapping) {
|
|
return false;
|
|
}
|
|
|
|
SplitMapping(mapping, &parts);
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
|
|
if (FindMappingKey(&parts, SDL_GetGamepadStringForButton((SDL_GamepadButton)i)) >= 0) {
|
|
result = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!result) {
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
|
|
if (FindMappingKey(&parts, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)i)) >= 0) {
|
|
result = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
FreeMappingParts(&parts);
|
|
|
|
return result;
|
|
}
|
|
|
|
bool MappingHasName(const char *mapping)
|
|
{
|
|
MappingParts parts;
|
|
bool result;
|
|
|
|
SplitMapping(mapping, &parts);
|
|
result = parts.name ? true : false;
|
|
FreeMappingParts(&parts);
|
|
return result;
|
|
}
|
|
|
|
char *GetMappingName(const char *mapping)
|
|
{
|
|
MappingParts parts;
|
|
char *name;
|
|
|
|
SplitMapping(mapping, &parts);
|
|
name = parts.name;
|
|
parts.name = NULL; /* Don't free the name we're about to return */
|
|
FreeMappingParts(&parts);
|
|
return name;
|
|
}
|
|
|
|
char *SetMappingName(char *mapping, const char *name)
|
|
{
|
|
MappingParts parts;
|
|
char *new_name, *spot;
|
|
size_t length;
|
|
|
|
if (!name) {
|
|
return mapping;
|
|
}
|
|
|
|
/* Remove any leading whitespace */
|
|
while (*name && SDL_isspace(*name)) {
|
|
++name;
|
|
}
|
|
|
|
new_name = SDL_strdup(name);
|
|
if (!new_name) {
|
|
return mapping;
|
|
}
|
|
|
|
/* Remove any commas, which are field separators in the mapping */
|
|
length = SDL_strlen(new_name);
|
|
while ((spot = SDL_strchr(new_name, ',')) != NULL) {
|
|
SDL_memmove(spot, spot + 1, length - (spot - new_name) + 1);
|
|
--length;
|
|
}
|
|
|
|
/* Remove any trailing whitespace */
|
|
while (length > 0 && SDL_isspace(new_name[length - 1])) {
|
|
--length;
|
|
}
|
|
|
|
/* See if we have anything left */
|
|
if (length == 0) {
|
|
SDL_free(new_name);
|
|
return mapping;
|
|
}
|
|
|
|
/* null terminate to cut off anything we've trimmed */
|
|
new_name[length] = '\0';
|
|
|
|
SplitMapping(mapping, &parts);
|
|
SDL_free(parts.name);
|
|
parts.name = new_name;
|
|
return RecreateMapping(&parts, mapping);
|
|
}
|
|
|
|
|
|
const char *GetGamepadTypeString(SDL_GamepadType type)
|
|
{
|
|
switch (type) {
|
|
case SDL_GAMEPAD_TYPE_XBOX360:
|
|
return "Xbox 360";
|
|
case SDL_GAMEPAD_TYPE_XBOXONE:
|
|
return "Xbox One";
|
|
case SDL_GAMEPAD_TYPE_PS3:
|
|
return "PS3";
|
|
case SDL_GAMEPAD_TYPE_PS4:
|
|
return "PS4";
|
|
case SDL_GAMEPAD_TYPE_PS5:
|
|
return "PS5";
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
|
|
return "Nintendo Switch";
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
|
|
return "Joy-Con (L)";
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
|
|
return "Joy-Con (R)";
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
|
|
return "Joy-Con Pair";
|
|
case SDL_GAMEPAD_TYPE_GAMECUBE:
|
|
return "GameCube";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
SDL_GamepadType GetMappingType(const char *mapping)
|
|
{
|
|
return SDL_GetGamepadTypeFromString(GetMappingValue(mapping, "type"));
|
|
}
|
|
|
|
char *SetMappingType(char *mapping, SDL_GamepadType type)
|
|
{
|
|
const char *type_string = SDL_GetGamepadStringForType(type);
|
|
if (!type_string || type == SDL_GAMEPAD_TYPE_UNKNOWN) {
|
|
return RemoveMappingValue(mapping, "type");
|
|
} else {
|
|
return SetMappingValue(mapping, "type", type_string);
|
|
}
|
|
}
|
|
|
|
static const char *GetElementKey(int element)
|
|
{
|
|
if (element < SDL_GAMEPAD_BUTTON_COUNT) {
|
|
return SDL_GetGamepadStringForButton((SDL_GamepadButton)element);
|
|
} else {
|
|
static char key[16];
|
|
|
|
switch (element) {
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
|
|
SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
|
|
SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
|
|
SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
|
|
SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
|
|
SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
|
|
SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
|
|
SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
|
|
SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY));
|
|
break;
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
|
|
return SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
|
|
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
|
|
return SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
|
default:
|
|
return NULL;
|
|
}
|
|
return key;
|
|
}
|
|
}
|
|
|
|
bool MappingHasElement(const char *mapping, int element)
|
|
{
|
|
const char *key;
|
|
|
|
key = GetElementKey(element);
|
|
if (!key) {
|
|
return false;
|
|
}
|
|
return MappingHasKey(mapping, key);
|
|
}
|
|
|
|
char *GetElementBinding(const char *mapping, int element)
|
|
{
|
|
const char *key;
|
|
|
|
key = GetElementKey(element);
|
|
if (!key) {
|
|
return NULL;
|
|
}
|
|
return GetMappingValue(mapping, key);
|
|
}
|
|
|
|
char *SetElementBinding(char *mapping, int element, const char *binding)
|
|
{
|
|
if (binding) {
|
|
return SetMappingValue(mapping, GetElementKey(element), binding);
|
|
} else {
|
|
return RemoveMappingValue(mapping, GetElementKey(element));
|
|
}
|
|
}
|
|
|
|
int GetElementForBinding(char *mapping, const char *binding)
|
|
{
|
|
MappingParts parts;
|
|
int i, element;
|
|
int result = SDL_GAMEPAD_ELEMENT_INVALID;
|
|
|
|
if (!binding) {
|
|
return SDL_GAMEPAD_ELEMENT_INVALID;
|
|
}
|
|
|
|
SplitMapping(mapping, &parts);
|
|
for (i = 0; i < parts.num_elements; ++i) {
|
|
if (SDL_strcmp(binding, parts.values[i]) == 0) {
|
|
for (element = 0; element < SDL_GAMEPAD_ELEMENT_MAX; ++element) {
|
|
const char *key = GetElementKey(element);
|
|
if (key && SDL_strcmp(key, parts.keys[i]) == 0) {
|
|
result = element;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
FreeMappingParts(&parts);
|
|
|
|
return result;
|
|
}
|
|
|
|
bool MappingHasBinding(const char *mapping, const char *binding)
|
|
{
|
|
MappingParts parts;
|
|
int i;
|
|
bool result = false;
|
|
|
|
if (!binding) {
|
|
return false;
|
|
}
|
|
|
|
SplitMapping(mapping, &parts);
|
|
for (i = 0; i < parts.num_elements; ++i) {
|
|
if (SDL_strcmp(binding, parts.values[i]) == 0) {
|
|
result = true;
|
|
break;
|
|
}
|
|
}
|
|
FreeMappingParts(&parts);
|
|
|
|
return result;
|
|
}
|
|
|
|
char *ClearMappingBinding(char *mapping, const char *binding)
|
|
{
|
|
MappingParts parts;
|
|
int i;
|
|
bool modified = false;
|
|
|
|
if (!binding) {
|
|
return mapping;
|
|
}
|
|
|
|
SplitMapping(mapping, &parts);
|
|
for (i = parts.num_elements - 1; i >= 0; --i) {
|
|
if (SDL_strcmp(binding, parts.values[i]) == 0) {
|
|
RemoveMappingValueAt(&parts, i);
|
|
modified = true;
|
|
}
|
|
}
|
|
if (modified) {
|
|
return RecreateMapping(&parts, mapping);
|
|
} else {
|
|
FreeMappingParts(&parts);
|
|
return mapping;
|
|
}
|
|
}
|