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- /*
- Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- /* Simple program to test the SDL game controller routines */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include "SDL.h"
- #ifndef SDL_JOYSTICK_DISABLED
- #ifdef __IPHONEOS__
- #define SCREEN_WIDTH 320
- #define SCREEN_HEIGHT 480
- #else
- #define SCREEN_WIDTH 512
- #define SCREEN_HEIGHT 317
- #endif
- static const char *
- ControllerAxisName(const SDL_GameControllerAxis axis)
- {
- switch (axis)
- {
- #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
- AXIS_CASE(INVALID);
- AXIS_CASE(LEFTX);
- AXIS_CASE(LEFTY);
- AXIS_CASE(RIGHTX);
- AXIS_CASE(RIGHTY);
- AXIS_CASE(TRIGGERLEFT);
- AXIS_CASE(TRIGGERRIGHT);
- #undef AXIS_CASE
- default: return "???";
- }
- }
- static const char *
- ControllerButtonName(const SDL_GameControllerButton button)
- {
- switch (button)
- {
- #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
- BUTTON_CASE(INVALID);
- BUTTON_CASE(A);
- BUTTON_CASE(B);
- BUTTON_CASE(X);
- BUTTON_CASE(Y);
- BUTTON_CASE(BACK);
- BUTTON_CASE(GUIDE);
- BUTTON_CASE(START);
- BUTTON_CASE(LEFTSTICK);
- BUTTON_CASE(RIGHTSTICK);
- BUTTON_CASE(LEFTSHOULDER);
- BUTTON_CASE(RIGHTSHOULDER);
- BUTTON_CASE(DPAD_UP);
- BUTTON_CASE(DPAD_DOWN);
- BUTTON_CASE(DPAD_LEFT);
- BUTTON_CASE(DPAD_RIGHT);
- #undef BUTTON_CASE
- default: return "???";
- }
- }
- static SDL_Texture *
- LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
- {
- SDL_Surface *temp = NULL;
- SDL_Texture *texture = NULL;
- temp = SDL_LoadBMP(file);
- if (temp == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
- } else {
- /* Set transparent pixel as the pixel at (0,0) */
- if (transparent) {
- SDL_assert(!temp->format->palette);
- SDL_assert(temp->format->BitsPerPixel == 24);
- SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
- }
- texture = SDL_CreateTextureFromSurface(renderer, temp);
- if (!texture) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
- }
- }
- if (temp) {
- SDL_FreeSurface(temp);
- }
- return texture;
- }
- SDL_bool
- WatchGameController(SDL_GameController * gamecontroller)
- {
- /* This is indexed by SDL_GameControllerButton. */
- static const struct { int x; int y; } button_positions[] = {
- {387, 167}, /* A */
- {431, 132}, /* B */
- {342, 132}, /* X */
- {389, 101}, /* Y */
- {174, 132}, /* BACK */
- {233, 132}, /* GUIDE */
- {289, 132}, /* START */
- {75, 154}, /* LEFTSTICK */
- {305, 230}, /* RIGHTSTICK */
- {77, 40}, /* LEFTSHOULDER */
- {396, 36}, /* RIGHTSHOULDER */
- {154, 188}, /* DPAD_UP */
- {154, 249}, /* DPAD_DOWN */
- {116, 217}, /* DPAD_LEFT */
- {186, 217}, /* DPAD_RIGHT */
- };
- /* This is indexed by SDL_GameControllerAxis. */
- static const struct { int x; int y; double angle; } axis_positions[] = {
- {75, 154, 0.0}, /* LEFTX */
- {75, 154, 90.0}, /* LEFTY */
- {305, 230, 0.0}, /* RIGHTX */
- {305, 230, 90.0}, /* RIGHTY */
- {91, 0, 90.0}, /* TRIGGERLEFT */
- {375, 0, 90.0}, /* TRIGGERRIGHT */
- };
- const char *name = SDL_GameControllerName(gamecontroller);
- const char *basetitle = "Game Controller Test: ";
- const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
- char *title = (char *)SDL_malloc(titlelen);
- SDL_Texture *background, *button, *axis;
- SDL_Window *window = NULL;
- SDL_Renderer *screen = NULL;
- SDL_bool retval = SDL_FALSE;
- SDL_bool done = SDL_FALSE;
- SDL_Event event;
- int i;
- if (title) {
- SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
- }
- /* Create a window to display controller state */
- window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
- SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
- SCREEN_HEIGHT, 0);
- if (window == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
- return SDL_FALSE;
- }
- screen = SDL_CreateRenderer(window, -1, 0);
- if (screen == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
- SDL_DestroyWindow(window);
- return SDL_FALSE;
- }
- SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
- SDL_RenderClear(screen);
- SDL_RenderPresent(screen);
- SDL_RaiseWindow(window);
- /* scale for platforms that don't give you the window size you asked for. */
- SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
- background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
- button = LoadTexture(screen, "button.bmp", SDL_TRUE);
- axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
- if (!background || !button || !axis) {
- SDL_DestroyRenderer(screen);
- SDL_DestroyWindow(window);
- return SDL_FALSE;
- }
- SDL_SetTextureColorMod(button, 10, 255, 21);
- SDL_SetTextureColorMod(axis, 10, 255, 21);
- /* !!! FIXME: */
- /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
- /* Print info about the controller we are watching */
- SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
- /* Loop, getting controller events! */
- while (!done) {
- /* blank screen, set up for drawing this frame. */
- SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
- SDL_RenderClear(screen);
- SDL_RenderCopy(screen, background, NULL, NULL);
- while (SDL_PollEvent(&event)) {
- switch (event.type) {
- case SDL_KEYDOWN:
- if (event.key.keysym.sym != SDLK_ESCAPE) {
- break;
- }
- /* Fall through to signal quit */
- case SDL_QUIT:
- done = SDL_TRUE;
- break;
- default:
- break;
- }
- }
- /* Update visual controller state */
- for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
- if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
- const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
- SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
- }
- }
- for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
- const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
- const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
- if (value < -deadzone) {
- const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
- const double angle = axis_positions[i].angle;
- SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
- } else if (value > deadzone) {
- const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
- const double angle = axis_positions[i].angle + 180.0;
- SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
- }
- }
- SDL_RenderPresent(screen);
- if (!SDL_GameControllerGetAttached(gamecontroller)) {
- done = SDL_TRUE;
- retval = SDL_TRUE; /* keep going, wait for reattach. */
- }
- }
- SDL_DestroyRenderer(screen);
- SDL_DestroyWindow(window);
- return retval;
- }
- int
- main(int argc, char *argv[])
- {
- int i;
- int nController = 0;
- int retcode = 0;
- char guid[64];
- SDL_GameController *gamecontroller;
- /* Enable standard application logging */
- SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
- /* Initialize SDL (Note: video is required to start event loop) */
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
- return 1;
- }
-
- SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
- /* Print information about the controller */
- for (i = 0; i < SDL_NumJoysticks(); ++i) {
- const char *name;
- const char *description;
- SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
- guid, sizeof (guid));
- if ( SDL_IsGameController(i) )
- {
- nController++;
- name = SDL_GameControllerNameForIndex(i);
- description = "Controller";
- } else {
- name = SDL_JoystickNameForIndex(i);
- description = "Joystick";
- }
- SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
- }
- SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
- if (argv[1]) {
- SDL_bool reportederror = SDL_FALSE;
- SDL_bool keepGoing = SDL_TRUE;
- SDL_Event event;
- int device = atoi(argv[1]);
- if (device >= SDL_NumJoysticks()) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
- retcode = 1;
- } else {
- SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
- guid, sizeof (guid));
- SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
- gamecontroller = SDL_GameControllerOpen(device);
- while (keepGoing) {
- if (gamecontroller == NULL) {
- if (!reportederror) {
- if (gamecontroller == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
- retcode = 1;
- }
- keepGoing = SDL_FALSE;
- reportederror = SDL_TRUE;
- }
- } else {
- reportederror = SDL_FALSE;
- keepGoing = WatchGameController(gamecontroller);
- SDL_GameControllerClose(gamecontroller);
- }
- gamecontroller = NULL;
- if (keepGoing) {
- SDL_Log("Waiting for attach\n");
- }
- while (keepGoing) {
- SDL_WaitEvent(&event);
- if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
- || (event.type == SDL_MOUSEBUTTONDOWN)) {
- keepGoing = SDL_FALSE;
- } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
- gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
- break;
- }
- }
- }
- }
- }
- SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
- return retcode;
- }
- #else
- int
- main(int argc, char *argv[])
- {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
- exit(1);
- }
- #endif
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