SDL/test/testcontroller.c

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/*
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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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.
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Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program to test the SDL controller routines */
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#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_font.h>
#include "gamepadutils.h"
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#include "testutils.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#if 0
#define DEBUG_AXIS_MAPPING
#endif
#define TITLE_HEIGHT 48
#define PANEL_SPACING 25
#define PANEL_WIDTH 250
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#define MINIMUM_BUTTON_WIDTH 96
#define BUTTON_MARGIN 16
#define BUTTON_PADDING 12
#define GAMEPAD_WIDTH 512
#define GAMEPAD_HEIGHT 480
#define SCREEN_WIDTH (PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING + PANEL_WIDTH)
#define SCREEN_HEIGHT (TITLE_HEIGHT + GAMEPAD_HEIGHT)
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typedef struct
{
SDL_bool m_bMoving;
int m_nLastValue;
int m_nStartingValue;
int m_nFarthestValue;
} AxisState;
typedef struct
{
SDL_JoystickID id;
SDL_Joystick *joystick;
int num_axes;
AxisState *axis_state;
SDL_Gamepad *gamepad;
char *mapping;
SDL_bool has_bindings;
int trigger_effect;
} Controller;
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static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
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static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
static GamepadImage *image = NULL;
static GamepadDisplay *gamepad_elements = NULL;
static GamepadTypeDisplay *gamepad_type = NULL;
static JoystickDisplay *joystick_elements = NULL;
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static GamepadButton *setup_mapping_button = NULL;
static GamepadButton *done_mapping_button = NULL;
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static GamepadButton *cancel_button = NULL;
static GamepadButton *clear_button = NULL;
static GamepadButton *copy_button = NULL;
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static GamepadButton *paste_button = NULL;
static char *backup_mapping = NULL;
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static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static int num_controllers = 0;
static Controller *controllers;
static Controller *controller;
static SDL_JoystickID mapping_controller = 0;
static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static SDL_bool binding_flow = SDL_FALSE;
static Uint64 binding_advance_time = 0;
static SDL_FRect title_area;
static SDL_bool title_highlighted;
static SDL_bool title_pressed;
static SDL_FRect type_area;
static SDL_bool type_highlighted;
static SDL_bool type_pressed;
static char *controller_name;
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static SDL_Joystick *virtual_joystick = NULL;
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
static float virtual_axis_start_x;
static float virtual_axis_start_y;
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
static int s_arrBindingOrder[] = {
/* Standard sequence */
SDL_GAMEPAD_BUTTON_A,
SDL_GAMEPAD_BUTTON_B,
SDL_GAMEPAD_BUTTON_Y,
SDL_GAMEPAD_BUTTON_X,
SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE,
SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE,
SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE,
SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE,
SDL_GAMEPAD_BUTTON_LEFT_STICK,
SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE,
SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE,
SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE,
SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE,
SDL_GAMEPAD_BUTTON_RIGHT_STICK,
SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER,
SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER,
SDL_GAMEPAD_BUTTON_DPAD_UP,
SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
SDL_GAMEPAD_BUTTON_DPAD_DOWN,
SDL_GAMEPAD_BUTTON_DPAD_LEFT,
SDL_GAMEPAD_BUTTON_BACK,
SDL_GAMEPAD_BUTTON_START,
SDL_GAMEPAD_BUTTON_GUIDE,
SDL_GAMEPAD_BUTTON_MISC1,
SDL_GAMEPAD_ELEMENT_INVALID,
/* Paddle sequence */
SDL_GAMEPAD_BUTTON_PADDLE1,
SDL_GAMEPAD_BUTTON_PADDLE2,
SDL_GAMEPAD_BUTTON_PADDLE3,
SDL_GAMEPAD_BUTTON_PADDLE4,
SDL_GAMEPAD_ELEMENT_INVALID,
};
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static const char *GetSensorName(SDL_SensorType sensor)
{
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switch (sensor) {
case SDL_SENSOR_ACCEL:
return "accelerometer";
case SDL_SENSOR_GYRO:
return "gyro";
case SDL_SENSOR_ACCEL_L:
return "accelerometer (L)";
case SDL_SENSOR_GYRO_L:
return "gyro (L)";
case SDL_SENSOR_ACCEL_R:
return "accelerometer (R)";
case SDL_SENSOR_GYRO_R:
return "gyro (R)";
default:
return "UNKNOWN";
}
}
/* PS5 trigger effect documentation:
https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
*/
typedef struct
{
Uint8 ucEnableBits1; /* 0 */
Uint8 ucEnableBits2; /* 1 */
Uint8 ucRumbleRight; /* 2 */
Uint8 ucRumbleLeft; /* 3 */
Uint8 ucHeadphoneVolume; /* 4 */
Uint8 ucSpeakerVolume; /* 5 */
Uint8 ucMicrophoneVolume; /* 6 */
Uint8 ucAudioEnableBits; /* 7 */
Uint8 ucMicLightMode; /* 8 */
Uint8 ucAudioMuteBits; /* 9 */
Uint8 rgucRightTriggerEffect[11]; /* 10 */
Uint8 rgucLeftTriggerEffect[11]; /* 21 */
Uint8 rgucUnknown1[6]; /* 32 */
Uint8 ucLedFlags; /* 38 */
Uint8 rgucUnknown2[2]; /* 39 */
Uint8 ucLedAnim; /* 41 */
Uint8 ucLedBrightness; /* 42 */
Uint8 ucPadLights; /* 43 */
Uint8 ucLedRed; /* 44 */
Uint8 ucLedGreen; /* 45 */
Uint8 ucLedBlue; /* 46 */
} DS5EffectsState_t;
static void CyclePS5TriggerEffect(Controller *device)
{
DS5EffectsState_t state;
Uint8 effects[3][11] = {
/* Clear trigger effect */
{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
/* Constant resistance across entire trigger pull */
{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
/* Resistance and vibration when trigger is pulled */
{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
};
device->trigger_effect = (device->trigger_effect + 1) % SDL_arraysize(effects);
SDL_zero(state);
state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
SDL_memcpy(state.rgucRightTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
SDL_memcpy(state.rgucLeftTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state));
}
static void ClearButtonHighlights(void)
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{
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
ClearGamepadImage(image);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(clear_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(copy_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(paste_button, SDL_FALSE, SDL_FALSE);
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}
static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
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{
ClearButtonHighlights();
if (display_mode == CONTROLLER_MODE_TESTING) {
SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down);
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} else if (display_mode == CONTROLLER_MODE_BINDING) {
SDL_FPoint point;
int gamepad_highlight_element = SDL_GAMEPAD_ELEMENT_INVALID;
char *joystick_highlight_element;
point.x = x;
point.y = y;
if (SDL_PointInRectFloat(&point, &title_area)) {
title_highlighted = SDL_TRUE;
title_pressed = button_down;
} else {
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
}
if (SDL_PointInRectFloat(&point, &type_area)) {
type_highlighted = SDL_TRUE;
type_pressed = button_down;
} else {
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
}
if (controller->joystick != virtual_joystick) {
gamepad_highlight_element = GetGamepadImageElementAt(image, x, y);
}
if (gamepad_highlight_element == SDL_GAMEPAD_ELEMENT_INVALID) {
gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
}
SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down);
if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
int gamepad_highlight_type = GetGamepadTypeDisplayAt(gamepad_type, x, y);
SetGamepadTypeDisplayHighlight(gamepad_type, gamepad_highlight_type, button_down);
}
joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y);
SetJoystickDisplayHighlight(joystick_elements, joystick_highlight_element, button_down);
SDL_free(joystick_highlight_element);
SetGamepadButtonHighlight(done_mapping_button, GamepadButtonContains(done_mapping_button, x, y), button_down);
SetGamepadButtonHighlight(cancel_button, GamepadButtonContains(cancel_button, x, y), button_down);
SetGamepadButtonHighlight(clear_button, GamepadButtonContains(clear_button, x, y), button_down);
SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, x, y), button_down);
SetGamepadButtonHighlight(paste_button, GamepadButtonContains(paste_button, x, y), button_down);
}
}
static int StandardizeAxisValue(int nValue)
{
if (nValue > SDL_JOYSTICK_AXIS_MAX / 2) {
return SDL_JOYSTICK_AXIS_MAX;
} else if (nValue < SDL_JOYSTICK_AXIS_MIN / 2) {
return SDL_JOYSTICK_AXIS_MIN;
} else {
return 0;
}
}
static void RefreshControllerName(void)
{
const char *name = NULL;
SDL_free(controller_name);
controller_name = NULL;
if (controller) {
if (controller->gamepad) {
name = SDL_GetGamepadName(controller->gamepad);
} else {
name = SDL_GetJoystickName(controller->joystick);
}
}
SDL_free(controller_name);
if (name) {
controller_name = SDL_strdup(name);
} else {
controller_name = SDL_strdup("");
}
}
static void SetAndFreeGamepadMapping(char *mapping)
{
SDL_SetGamepadMapping(controller->id, mapping);
SDL_free(mapping);
}
static void SetCurrentBindingElement(int element, SDL_bool flow)
{
int i;
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
RefreshControllerName();
}
if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
} else {
last_binding_element = binding_element;
}
binding_element = element;
binding_flow = flow || (element == SDL_GAMEPAD_BUTTON_A);
binding_advance_time = 0;
for (i = 0; i < controller->num_axes; ++i) {
controller->axis_state[i].m_nFarthestValue = controller->axis_state[i].m_nStartingValue;
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}
SetGamepadDisplaySelected(gamepad_elements, element);
}
static void SetNextBindingElement(void)
{
int i;
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
}
for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
SetCurrentBindingElement(s_arrBindingOrder[i + 1], SDL_TRUE);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
}
static void SetPrevBindingElement(void)
{
int i;
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
}
for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
SetCurrentBindingElement(s_arrBindingOrder[i - 1], SDL_TRUE);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
}
static void StopBinding(void)
{
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
}
static void CommitBindingElement(const char *binding, SDL_bool force)
{
char *mapping;
int direction = 1;
SDL_bool ignore_binding = SDL_FALSE;
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
}
if (controller->mapping) {
mapping = SDL_strdup(controller->mapping);
} else {
mapping = NULL;
}
/* If the controller generates multiple events for a single element, pick the best one */
if (!force && binding_advance_time) {
char *current = GetElementBinding(mapping, binding_element);
SDL_bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_MAX);
SDL_bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_MAX &&
binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX);
SDL_bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER);
SDL_bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
if (native_button) {
SDL_bool current_button = (current && *current == 'b');
SDL_bool proposed_button = (binding && *binding == 'b');
if (current_button && !proposed_button) {
ignore_binding = SDL_TRUE;
}
}
if (native_axis) {
SDL_bool current_axis = (current && (*current == '-' || *current == '+' || *current == 'a'));
if (current_axis) {
/* Ignore this unless the proposed binding extends the existing axis */
ignore_binding = SDL_TRUE;
if (native_trigger &&
((*current == '-' && *binding == '+' &&
SDL_strcmp(current + 1, binding + 1) == 0) ||
(*current == '+' && *binding == '-' &&
SDL_strcmp(current + 1, binding + 1) == 0))) {
/* Merge two half axes into a whole axis for a trigger */
++binding;
ignore_binding = SDL_FALSE;
}
}
}
if (native_dpad) {
SDL_bool current_dpad = (current && *current == 'h');
SDL_bool proposed_dpad = (binding && *binding == 'h');
if (current_dpad && !proposed_dpad) {
ignore_binding = SDL_TRUE;
}
}
SDL_free(current);
}
if (!ignore_binding && binding_flow && !force) {
int existing = GetElementForBinding(mapping, binding);
if (existing != SDL_GAMEPAD_ELEMENT_INVALID) {
if (existing == SDL_GAMEPAD_BUTTON_A) {
if (binding_element == SDL_GAMEPAD_BUTTON_A) {
/* Just move on to the next one */
ignore_binding = SDL_TRUE;
SetNextBindingElement();
} else {
/* Clear the current binding and move to the next one */
binding = NULL;
direction = 1;
force = SDL_TRUE;
}
} else if (existing == SDL_GAMEPAD_BUTTON_B) {
if (binding_element != SDL_GAMEPAD_BUTTON_A &&
last_binding_element != SDL_GAMEPAD_BUTTON_A) {
/* Clear the current binding and move to the previous one */
binding = NULL;
direction = -1;
force = SDL_TRUE;
}
} else if (existing == binding_element) {
/* We're rebinding the same thing, just move to the next one */
ignore_binding = SDL_TRUE;
SetNextBindingElement();
} else if (binding_element != SDL_GAMEPAD_BUTTON_A &&
binding_element != SDL_GAMEPAD_BUTTON_B) {
ignore_binding = SDL_TRUE;
}
}
}
if (ignore_binding) {
SDL_free(mapping);
return;
}
mapping = ClearMappingBinding(mapping, binding);
mapping = SetElementBinding(mapping, binding_element, binding);
SetAndFreeGamepadMapping(mapping);
if (force) {
if (binding_flow) {
if (direction > 0) {
SetNextBindingElement();
} else if (direction < 0) {
SetPrevBindingElement();
}
} else {
StopBinding();
}
} else {
/* Wait to see if any more bindings come in */
binding_advance_time = SDL_GetTicks() + 30;
}
}
static void ClearBinding(void)
{
CommitBindingElement(NULL, SDL_TRUE);
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}
static void SetDisplayMode(ControllerDisplayMode mode)
{
float x, y;
Uint32 button_state;
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if (mode == CONTROLLER_MODE_BINDING) {
/* Make a backup of the current mapping */
if (controller->mapping) {
backup_mapping = SDL_strdup(controller->mapping);
}
mapping_controller = controller->id;
if (MappingHasBindings(backup_mapping)) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
} else {
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_A, SDL_TRUE);
}
} else {
if (backup_mapping) {
SDL_free(backup_mapping);
backup_mapping = NULL;
}
mapping_controller = 0;
StopBinding();
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}
display_mode = mode;
SetGamepadImageDisplayMode(image, mode);
SetGamepadDisplayDisplayMode(gamepad_elements, mode);
button_state = SDL_GetMouseState(&x, &y);
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SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
UpdateButtonHighlights(x, y, button_state ? SDL_TRUE : SDL_FALSE);
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}
static void CancelMapping(void)
{
SetAndFreeGamepadMapping(backup_mapping);
backup_mapping = NULL;
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SetDisplayMode(CONTROLLER_MODE_TESTING);
}
static void ClearMapping(void)
{
SetAndFreeGamepadMapping(NULL);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
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}
static void CopyMapping(void)
{
if (controller && controller->mapping) {
SDL_SetClipboardText(controller->mapping);
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}
}
static void PasteMapping(void)
{
if (controller) {
char *mapping = SDL_GetClipboardText();
if (MappingHasBindings(mapping)) {
StopBinding();
SetAndFreeGamepadMapping(mapping);
RefreshControllerName();
} else {
/* Not a valid mapping, ignore it */
SDL_free(mapping);
}
}
}
static void CommitControllerName(void)
{
char *mapping = NULL;
if (controller->mapping) {
mapping = SDL_strdup(controller->mapping);
} else {
mapping = NULL;
}
mapping = SetMappingName(mapping, controller_name);
SetAndFreeGamepadMapping(mapping);
}
static void AddControllerNameText(const char *text)
{
size_t current_length = (controller_name ? SDL_strlen(controller_name) : 0);
size_t text_length = SDL_strlen(text);
size_t size = current_length + text_length + 1;
char *name = (char *)SDL_realloc(controller_name, size);
if (name) {
SDL_memcpy(&name[current_length], text, text_length + 1);
controller_name = name;
}
CommitControllerName();
}
static void BackspaceControllerName(void)
{
size_t length = (controller_name ? SDL_strlen(controller_name) : 0);
if (length > 0) {
controller_name[length - 1] = '\0';
}
CommitControllerName();
}
static void ClearControllerName(void)
{
if (controller_name) {
*controller_name = '\0';
}
CommitControllerName();
}
static void CopyControllerName(void)
{
SDL_SetClipboardText(controller_name);
}
static void PasteControllerName(void)
{
SDL_free(controller_name);
controller_name = SDL_GetClipboardText();
CommitControllerName();
}
static void CommitGamepadType(SDL_GamepadType type)
{
char *mapping = NULL;
if (controller->mapping) {
mapping = SDL_strdup(controller->mapping);
} else {
mapping = NULL;
}
mapping = SetMappingType(mapping, type);
SetAndFreeGamepadMapping(mapping);
}
static const char *GetBindingInstruction(void)
{
switch (binding_element) {
case SDL_GAMEPAD_ELEMENT_INVALID:
return "Select an element to bind from the list on the left";
case SDL_GAMEPAD_BUTTON_A:
if (GetGamepadImageFaceStyle(image) == GAMEPAD_IMAGE_FACE_SONY) {
return "Press the Cross (X) button";
} else {
return "Press the A button";
}
case SDL_GAMEPAD_BUTTON_B:
if (GetGamepadImageFaceStyle(image) == GAMEPAD_IMAGE_FACE_SONY) {
return "Press the Circle button";
} else {
return "Press the B button";
}
case SDL_GAMEPAD_BUTTON_X:
if (GetGamepadImageFaceStyle(image) == GAMEPAD_IMAGE_FACE_SONY) {
return "Press the Square button";
} else {
return "Press the X button";
}
case SDL_GAMEPAD_BUTTON_Y:
if (GetGamepadImageFaceStyle(image) == GAMEPAD_IMAGE_FACE_SONY) {
return "Press the Triangle button";
} else {
return "Press the Y button";
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}
case SDL_GAMEPAD_BUTTON_BACK:
return "Press the left center button (Back/View/Share)";
case SDL_GAMEPAD_BUTTON_GUIDE:
return "Press the center button (Home/Guide)";
case SDL_GAMEPAD_BUTTON_START:
return "Press the right center button (Start/Menu/Options)";
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return "Press the left thumbstick button (LSB/L3)";
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return "Press the right thumbstick button (RSB/R3)";
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return "Press the left shoulder button (LB/L1)";
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return "Press the right shoulder button (RB/R1)";
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return "Press the D-Pad up";
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return "Press the D-Pad down";
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return "Press the D-Pad left";
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return "Press the D-Pad right";
case SDL_GAMEPAD_BUTTON_MISC1:
return "Press the bottom center button (Share/Capture)";
case SDL_GAMEPAD_BUTTON_PADDLE1:
return "Press the upper paddle under your right hand";
case SDL_GAMEPAD_BUTTON_PADDLE2:
return "Press the upper paddle under your left hand";
case SDL_GAMEPAD_BUTTON_PADDLE3:
return "Press the lower paddle under your right hand";
case SDL_GAMEPAD_BUTTON_PADDLE4:
return "Press the lower paddle under your left hand";
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return "Press down on the touchpad";
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
return "Move the left thumbstick to the left";
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
return "Move the left thumbstick to the right";
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
return "Move the left thumbstick up";
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
return "Move the left thumbstick down";
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
return "Move the right thumbstick to the left";
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
return "Move the right thumbstick to the right";
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
return "Move the right thumbstick up";
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
return "Move the right thumbstick down";
case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
return "Pull the left trigger (LT/L2)";
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
return "Pull the right trigger (RT/R2)";
case SDL_GAMEPAD_ELEMENT_NAME:
return "Type the name of your controller";
case SDL_GAMEPAD_ELEMENT_TYPE:
return "Select the type of your controller";
default:
return "";
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}
}
static int FindController(SDL_JoystickID id)
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{
int i;
for (i = 0; i < num_controllers; ++i) {
if (id == controllers[i].id) {
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return i;
}
}
return -1;
}
static void SetController(SDL_JoystickID id)
{
int i = FindController(id);
if (i < 0 && num_controllers > 0) {
i = 0;
}
if (i >= 0) {
controller = &controllers[i];
} else {
controller = NULL;
}
RefreshControllerName();
}
static void HandleGamepadRemapped(SDL_JoystickID id)
{
char *mapping;
int i = FindController(id);
if (i < 0) {
return;
}
if (!controllers[i].gamepad) {
controllers[i].gamepad = SDL_OpenGamepad(id);
RefreshControllerName();
}
/* Get the current mapping */
mapping = SDL_GetGamepadMapping(controllers[i].gamepad);
/* Make sure the mapping has a valid name */
if (mapping && !MappingHasName(mapping)) {
mapping = SetMappingName(mapping, SDL_GetJoystickName(controllers[i].joystick));
}
SDL_free(controllers[i].mapping);
controllers[i].mapping = mapping;
controllers[i].has_bindings = MappingHasBindings(mapping);
}
static void AddController(SDL_JoystickID id, SDL_bool verbose)
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{
Controller *new_controllers;
Controller *new_controller;
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Uint16 firmware_version;
SDL_SensorType sensors[] = {
SDL_SENSOR_ACCEL,
SDL_SENSOR_GYRO,
SDL_SENSOR_ACCEL_L,
SDL_SENSOR_GYRO_L,
SDL_SENSOR_ACCEL_R,
SDL_SENSOR_GYRO_R
};
unsigned int i;
if (FindController(id) >= 0) {
/* We already have this controller */
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return;
}
new_controllers = (Controller *)SDL_realloc(controllers, (num_controllers + 1) * sizeof(*controllers));
if (new_controllers == NULL) {
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return;
}
controller = NULL;
controllers = new_controllers;
new_controller = &new_controllers[num_controllers++];
SDL_zerop(new_controller);
new_controller->id = id;
new_controller->joystick = SDL_OpenJoystick(id);
new_controller->num_axes = SDL_GetNumJoystickAxes(new_controller->joystick);
new_controller->axis_state = (AxisState *)SDL_calloc(new_controller->num_axes, sizeof(*new_controller->axis_state));
new_controller->gamepad = SDL_OpenGamepad(id);
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if (new_controller->gamepad) {
SDL_Gamepad *gamepad = new_controller->gamepad;
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if (verbose) {
const char *name = SDL_GetGamepadName(gamepad);
const char *path = SDL_GetGamepadPath(gamepad);
SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
if (firmware_version) {
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
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if (SDL_GamepadHasRumble(gamepad)) {
SDL_Log("Rumble supported");
}
if (SDL_GamepadHasRumbleTriggers(gamepad)) {
SDL_Log("Trigger rumble supported");
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}
}
for (i = 0; i < SDL_arraysize(sensors); ++i) {
SDL_SensorType sensor = sensors[i];
if (SDL_GamepadHasSensor(gamepad, sensor)) {
if (verbose) {
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
}
SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
}
}
} else {
SDL_Joystick *joystick = new_controller->joystick;
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if (verbose) {
const char *name = SDL_GetJoystickName(joystick);
const char *path = SDL_GetJoystickPath(joystick);
SDL_Log("Opened joystick %s%s%s\n", name, path ? ", " : "", path ? path : "");
}
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}
if (mapping_controller) {
SetController(mapping_controller);
} else {
SetController(id);
}
/* Update the binding state */
HandleGamepadRemapped(id);
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}
static void DelController(SDL_JoystickID id)
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{
int i = FindController(id);
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if (i < 0) {
return;
}
if (display_mode == CONTROLLER_MODE_BINDING && id == controller->id) {
SetDisplayMode(CONTROLLER_MODE_TESTING);
}
/* Reset trigger state */
if (controllers[i].trigger_effect != 0) {
controllers[i].trigger_effect = -1;
CyclePS5TriggerEffect(&controllers[i]);
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}
if (controllers[i].mapping) {
SDL_free(controllers[i].mapping);
}
if (controllers[i].gamepad) {
SDL_CloseGamepad(controllers[i].gamepad);
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}
if (controllers[i].axis_state) {
SDL_free(controllers[i].axis_state);
}
if (controllers[i].joystick) {
SDL_CloseJoystick(controllers[i].joystick);
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}
--num_controllers;
if (i < num_controllers) {
SDL_memcpy(&controllers[i], &controllers[i + 1], (num_controllers - i) * sizeof(*controllers));
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}
if (mapping_controller) {
SetController(mapping_controller);
} else {
SetController(id);
}
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}
static Uint16 ConvertAxisToRumble(Sint16 axisval)
{
/* Only start rumbling if the axis is past the halfway point */
const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
if (axisval > half_axis) {
return (Uint16)(axisval - half_axis) * 4;
} else {
return 0;
}
}
static SDL_bool ShowingFront(void)
{
SDL_bool showing_front = SDL_TRUE;
int i;
/* Show the back of the gamepad if the paddles are being held or bound */
for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED ||
binding_element == i) {
showing_front = SDL_FALSE;
break;
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}
}
if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
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showing_front = SDL_FALSE;
}
return showing_front;
}
static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
{
SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
}
static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
return 0;
}
static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
{
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
return 0;
}
static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
return 0;
}
static void OpenVirtualGamepad(void)
{
SDL_VirtualJoystickDesc desc;
SDL_JoystickID virtual_id;
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if (virtual_joystick) {
return;
}
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SDL_zero(desc);
desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
desc.naxes = SDL_GAMEPAD_AXIS_MAX;
desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
desc.Rumble = VirtualGamepadRumble;
desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
desc.SetLED = VirtualGamepadSetLED;
virtual_id = SDL_AttachVirtualJoystickEx(&desc);
if (virtual_id == 0) {
SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
} else {
virtual_joystick = SDL_OpenJoystick(virtual_id);
if (virtual_joystick == NULL) {
SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
}
}
}
static void CloseVirtualGamepad(void)
{
int i;
SDL_JoystickID *joysticks = SDL_GetJoysticks(NULL);
if (joysticks) {
for (i = 0; joysticks[i]; ++i) {
SDL_JoystickID instance_id = joysticks[i];
if (SDL_IsJoystickVirtual(instance_id)) {
SDL_DetachVirtualJoystick(instance_id);
}
}
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SDL_free(joysticks);
}
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if (virtual_joystick) {
SDL_CloseJoystick(virtual_joystick);
virtual_joystick = NULL;
}
}
static void VirtualGamepadMouseMotion(float x, float y)
{
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
const float MOVING_DISTANCE = 2.0f;
if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
}
}
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
float distance = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), 0.0f, 1.0f);
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Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, value);
} else {
float distanceX = SDL_clamp((x - virtual_axis_start_x) / GetGamepadImageAxisWidth(image), -1.0f, 1.0f);
float distanceY = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), -1.0f, 1.0f);
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Sint16 valueX, valueY;
if (distanceX >= 0) {
valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
} else {
valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
}
if (distanceY >= 0) {
valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
} else {
valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
}
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, valueY);
}
}
}
static void VirtualGamepadMouseDown(float x, float y)
{
int element = GetGamepadImageElementAt(image, x, y);
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if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
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}
if (element < SDL_GAMEPAD_BUTTON_MAX) {
virtual_button_active = (SDL_GamepadButton)element;
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
} else {
switch (element) {
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
virtual_axis_active = SDL_GAMEPAD_AXIS_LEFTX;
break;
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHTX;
break;
case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
virtual_axis_active = SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
break;
case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
break;
}
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virtual_axis_start_x = x;
virtual_axis_start_y = y;
}
}
static void VirtualGamepadMouseUp(float x, float y)
{
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
} else {
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, 0);
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, 0);
}
virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
}
}
static void DrawGamepadWaiting(SDL_Renderer *renderer)
{
const char *text = "Waiting for gamepad, press A to add a virtual controller";
float x, y;
x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2;
SDLTest_DrawString(renderer, x, y, text);
}
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static void DrawGamepadInfo(SDL_Renderer *renderer)
{
const char *type;
const char *serial;
char text[128];
float x, y;
if (title_highlighted) {
Uint8 r, g, b, a;
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
if (title_pressed) {
SDL_SetRenderDrawColor(renderer, PRESSED_COLOR);
} else {
SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR);
}
SDL_RenderFillRect(renderer, &title_area);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
}
if (type_highlighted) {
Uint8 r, g, b, a;
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
if (type_pressed) {
SDL_SetRenderDrawColor(renderer, PRESSED_COLOR);
} else {
SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR);
}
SDL_RenderFillRect(renderer, &type_area);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
}
if (controller_name && *controller_name) {
x = title_area.x + title_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(controller_name)) / 2;
y = title_area.y + title_area.h / 2 - FONT_CHARACTER_SIZE / 2;
SDLTest_DrawString(renderer, x, y, controller_name);
}
if (SDL_IsJoystickVirtual(controller->id)) {
SDL_strlcpy(text, "Click on the gamepad image below to generate input", sizeof(text));
x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2 + FONT_LINE_HEIGHT + 2.0f;
SDLTest_DrawString(renderer, x, y, text);
}
type = GetGamepadTypeString(SDL_GetGamepadType(controller->gamepad));
x = type_area.x + type_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(type)) / 2;
y = type_area.y + type_area.h / 2 - FONT_CHARACTER_SIZE / 2;
SDLTest_DrawString(renderer, x, y, type);
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if (display_mode == CONTROLLER_MODE_TESTING) {
SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x",
SDL_GetJoystickVendor(controller->joystick),
SDL_GetJoystickProduct(controller->joystick));
y = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
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x = (float)SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text));
SDLTest_DrawString(renderer, x, y, text);
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serial = SDL_GetJoystickSerial(controller->joystick);
if (serial && *serial) {
SDL_snprintf(text, SDL_arraysize(text), "Serial: %s", serial);
x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
y = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
SDLTest_DrawString(renderer, x, y, text);
}
}
}
static void DrawBindingTips(SDL_Renderer *renderer)
{
const char *text;
SDL_Rect image_area, button_area;
int x, y;
GetGamepadImageArea(image, &image_area);
GetGamepadButtonArea(done_mapping_button, &button_area);
x = image_area.x + image_area.w / 2;
y = image_area.y + image_area.h;
y += (button_area.y - y - FONT_CHARACTER_SIZE) / 2;
text = GetBindingInstruction();
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
} else {
Uint8 r, g, b, a;
SDL_FRect rect;
SDL_bool bound_A, bound_B;
y -= (FONT_CHARACTER_SIZE + BUTTON_MARGIN) / 2;
rect.w = 2.0f + (FONT_CHARACTER_SIZE * SDL_strlen(text)) + 2.0f;
rect.h = 2.0f + FONT_CHARACTER_SIZE + 2.0f;
rect.x = (float)x - rect.w / 2;
rect.y = (float)y - 2.0f;
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
SDL_SetRenderDrawColor(renderer, SELECTED_COLOR);
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
y += (FONT_CHARACTER_SIZE + BUTTON_MARGIN);
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
text = "(press RETURN to complete)";
} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
text = "(press ESC to cancel)";
} else {
bound_A = MappingHasElement(controller->mapping, SDL_GAMEPAD_BUTTON_A);
bound_B = MappingHasElement(controller->mapping, SDL_GAMEPAD_BUTTON_B);
if (binding_flow && bound_A && bound_B) {
text = "(press A to skip, B to go back, and ESC to cancel)";
} else {
text = "(press SPACE to clear binding and ESC to cancel)";
}
}
SDLTest_DrawString(renderer, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
}
}
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static void UpdateGamepadEffects(void)
{
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if (display_mode != CONTROLLER_MODE_TESTING || !controller->gamepad) {
return;
}
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/* Update LED based on left thumbstick position */
{
Sint16 x = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTX);
Sint16 y = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTY);
if (!set_LED) {
set_LED = (x < -8000 || x > 8000 || y > 8000);
}
if (set_LED) {
Uint8 r, g, b;
if (x < 0) {
r = (Uint8)(((~x) * 255) / 32767);
b = 0;
} else {
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r = 0;
b = (Uint8)(((int)(x)*255) / 32767);
}
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if (y > 0) {
g = (Uint8)(((int)(y)*255) / 32767);
} else {
g = 0;
}
SDL_SetGamepadLED(controller->gamepad, r, g, b);
}
}
if (controller->trigger_effect == 0) {
/* Update rumble based on trigger state */
{
Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
SDL_RumbleGamepad(controller->gamepad, low_frequency_rumble, high_frequency_rumble, 250);
}
/* Update trigger rumble based on thumbstick state */
{
Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTY);
Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
Uint16 left_rumble = ConvertAxisToRumble(~left);
Uint16 right_rumble = ConvertAxisToRumble(~right);
SDL_RumbleGamepadTriggers(controller->gamepad, left_rumble, right_rumble, 250);
}
}
}
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static void loop(void *arg)
{
SDL_Event event;
/* Update to get the current event state */
SDL_PumpEvents();
/* Process all currently pending events */
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1) {
SDL_ConvertEventToRenderCoordinates(screen, &event);
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switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
AddController(event.jdevice.which, SDL_TRUE);
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break;
case SDL_EVENT_JOYSTICK_REMOVED:
DelController(event.jdevice.which);
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break;
case SDL_EVENT_JOYSTICK_AXIS_MOTION:
if (display_mode == CONTROLLER_MODE_TESTING) {
if (event.jaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.jaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetController(event.jaxis.which);
}
} else if (display_mode == CONTROLLER_MODE_BINDING &&
event.jaxis.which == controller->id &&
event.jaxis.axis < controller->num_axes &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 gamepad needed 96 */
AxisState *pAxisState = &controller->axis_state[event.jaxis.axis];
int nValue = event.jaxis.value;
int nCurrentDistance, nFarthestDistance;
if (!pAxisState->m_bMoving) {
Sint16 nInitialValue;
pAxisState->m_bMoving = SDL_GetJoystickAxisInitialState(controller->joystick, event.jaxis.axis, &nInitialValue);
pAxisState->m_nLastValue = nValue;
pAxisState->m_nStartingValue = nInitialValue;
pAxisState->m_nFarthestValue = nInitialValue;
} else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) {
break;
} else {
pAxisState->m_nLastValue = nValue;
}
nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
if (nCurrentDistance > nFarthestDistance) {
pAxisState->m_nFarthestValue = nValue;
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
}
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
#endif
/* If we've gone out far enough and started to come back, let's bind this axis */
if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) {
char binding[12];
int axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
int axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MIN) {
/* The negative half axis */
(void)SDL_snprintf(binding, sizeof(binding), "-a%d", event.jaxis.axis);
} else if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MAX) {
/* The positive half axis */
(void)SDL_snprintf(binding, sizeof(binding), "+a%d", event.jaxis.axis);
} else {
(void)SDL_snprintf(binding, sizeof(binding), "a%d", event.jaxis.axis);
if (axis_min > axis_max) {
/* Invert the axis */
SDL_strlcat(binding, "~", SDL_arraysize(binding));
}
}
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event.jaxis.axis, axis_min, axis_max, binding);
#endif
CommitBindingElement(binding, SDL_FALSE);
}
}
break;
case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
if (display_mode == CONTROLLER_MODE_TESTING) {
SetController(event.jbutton.which);
}
break;
case SDL_EVENT_JOYSTICK_BUTTON_UP:
if (display_mode == CONTROLLER_MODE_BINDING &&
event.jbutton.which == controller->id &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
char binding[12];
SDL_snprintf(binding, sizeof(binding), "b%d", event.jbutton.button);
CommitBindingElement(binding, SDL_FALSE);
}
break;
case SDL_EVENT_JOYSTICK_HAT_MOTION:
if (display_mode == CONTROLLER_MODE_BINDING &&
event.jhat.which == controller->id &&
event.jhat.value != SDL_HAT_CENTERED &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
char binding[12];
SDL_snprintf(binding, sizeof(binding), "h%d.%d", event.jhat.hat, event.jhat.value);
CommitBindingElement(binding, SDL_FALSE);
}
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break;
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case SDL_EVENT_GAMEPAD_REMAPPED:
HandleGamepadRemapped(event.gdevice.which);
break;
#ifdef VERBOSE_TOUCHPAD
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
event.gtouchpad.which,
event.gtouchpad.touchpad,
event.gtouchpad.finger,
(event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ? "pressed at" : (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_UP ? "released at" : "moved to")),
event.gtouchpad.x,
event.gtouchpad.y,
event.gtouchpad.pressure);
break;
#endif /* VERBOSE_TOUCHPAD */
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#ifdef VERBOSE_SENSORS
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
event.gsensor.which,
GetSensorName((SDL_SensorType) event.gsensor.sensor),
event.gsensor.data[0],
event.gsensor.data[1],
event.gsensor.data[2],
event.gsensor.sensor_timestamp);
break;
#endif /* VERBOSE_SENSORS */
#ifdef VERBOSE_AXES
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
if (display_mode == CONTROLLER_MODE_TESTING) {
if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetController(event.gaxis.which);
}
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}
SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
event.gaxis.which,
SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event.gaxis.axis),
event.gaxis.value);
break;
#endif /* VERBOSE_AXES */
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
if (display_mode == CONTROLLER_MODE_TESTING) {
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SetController(event.gbutton.which);
}
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}
#ifdef VERBOSE_BUTTONS
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SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
event.gbutton.which,
SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button),
event.gbutton.state ? "pressed" : "released");
#endif /* VERBOSE_BUTTONS */
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if (display_mode == CONTROLLER_MODE_TESTING) {
/* Cycle PS5 trigger effects when the microphone button is pressed */
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5 &&
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) {
CyclePS5TriggerEffect(controller);
}
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}
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
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VirtualGamepadMouseDown(event.button.x, event.button.y);
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
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VirtualGamepadMouseUp(event.button.x, event.button.y);
}
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if (display_mode == CONTROLLER_MODE_TESTING) {
if (GamepadButtonContains(setup_mapping_button, event.button.x, event.button.y)) {
SetDisplayMode(CONTROLLER_MODE_BINDING);
}
} else if (display_mode == CONTROLLER_MODE_BINDING) {
if (GamepadButtonContains(done_mapping_button, event.button.x, event.button.y)) {
if (controller->mapping) {
SDL_Log("Mapping complete:\n");
SDL_Log("%s\n", controller->mapping);
}
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SetDisplayMode(CONTROLLER_MODE_TESTING);
} else if (GamepadButtonContains(cancel_button, event.button.x, event.button.y)) {
CancelMapping();
} else if (GamepadButtonContains(clear_button, event.button.x, event.button.y)) {
ClearMapping();
} else if (controller->has_bindings &&
GamepadButtonContains(copy_button, event.button.x, event.button.y)) {
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CopyMapping();
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
} else if (title_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, SDL_FALSE);
} else if (type_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_FALSE);
} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y);
if (type != SDL_GAMEPAD_TYPE_UNSELECTED) {
CommitGamepadType((SDL_GamepadType)type);
StopBinding();
}
} else {
int gamepad_element = SDL_GAMEPAD_ELEMENT_INVALID;
char *joystick_element;
if (controller->joystick != virtual_joystick) {
gamepad_element = GetGamepadImageElementAt(image, event.button.x, event.button.y);
}
if (gamepad_element == SDL_GAMEPAD_ELEMENT_INVALID) {
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
}
if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
/* Set this to SDL_FALSE if you don't want to start the binding flow at this point */
const SDL_bool should_start_flow = SDL_TRUE;
SetCurrentBindingElement(gamepad_element, should_start_flow);
}
joystick_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, event.button.x, event.button.y);
if (joystick_element) {
CommitBindingElement(joystick_element, SDL_TRUE);
SDL_free(joystick_element);
}
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}
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
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break;
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
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VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? SDL_TRUE : SDL_FALSE);
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break;
case SDL_EVENT_KEY_DOWN:
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if (display_mode == CONTROLLER_MODE_TESTING) {
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (controller && controller->gamepad) {
int player_index = (event.key.keysym.sym - SDLK_0);
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SDL_SetGamepadPlayerIndex(controller->gamepad, player_index);
}
break;
} else if (event.key.keysym.sym == SDLK_a) {
OpenVirtualGamepad();
} else if (event.key.keysym.sym == SDLK_d) {
CloseVirtualGamepad();
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
done = SDL_TRUE;
}
} else if (display_mode == CONTROLLER_MODE_BINDING) {
if (event.key.keysym.sym == SDLK_c && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
CopyControllerName();
} else {
CopyMapping();
}
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} else if (event.key.keysym.sym == SDLK_v && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
ClearControllerName();
PasteControllerName();
} else {
PasteMapping();
}
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} else if (event.key.keysym.sym == SDLK_x && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
CopyControllerName();
ClearControllerName();
} else {
CopyMapping();
ClearMapping();
}
} else if (event.key.keysym.sym == SDLK_SPACE) {
if (binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
ClearBinding();
}
} else if (event.key.keysym.sym == SDLK_BACKSPACE) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
BackspaceControllerName();
}
} else if (event.key.keysym.sym == SDLK_RETURN) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
StopBinding();
}
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} else if (event.key.keysym.sym == SDLK_ESCAPE) {
if (binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
StopBinding();
} else {
CancelMapping();
}
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}
}
break;
case SDL_EVENT_TEXT_INPUT:
if (display_mode == CONTROLLER_MODE_BINDING) {
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
AddControllerNameText(event.text.text);
}
}
break;
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case SDL_EVENT_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
/* Wait 30 ms for joystick events to stop coming in,
in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger)
*/
if (binding_advance_time && SDL_GetTicks() > (binding_advance_time + 30)) {
if (binding_flow) {
SetNextBindingElement();
} else {
StopBinding();
}
}
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/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_SetRenderDrawColor(screen, 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
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if (controller) {
SetGamepadImageShowingFront(image, ShowingFront());
UpdateGamepadImageFromGamepad(image, controller->gamepad);
if (display_mode == CONTROLLER_MODE_BINDING &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
SetGamepadImageElement(image, binding_element, SDL_TRUE);
}
RenderGamepadImage(image);
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if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
SetGamepadTypeDisplayRealType(gamepad_type, SDL_GetRealGamepadType(controller->gamepad));
RenderGamepadTypeDisplay(gamepad_type);
} else {
RenderGamepadDisplay(gamepad_elements, controller->gamepad);
}
RenderJoystickDisplay(joystick_elements, controller->joystick);
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if (display_mode == CONTROLLER_MODE_TESTING) {
RenderGamepadButton(setup_mapping_button);
} else if (display_mode == CONTROLLER_MODE_BINDING) {
DrawBindingTips(screen);
RenderGamepadButton(done_mapping_button);
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RenderGamepadButton(cancel_button);
RenderGamepadButton(clear_button);
if (controller->has_bindings) {
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RenderGamepadButton(copy_button);
}
RenderGamepadButton(paste_button);
}
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DrawGamepadInfo(screen);
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UpdateGamepadEffects();
} else {
DrawGamepadWaiting(screen);
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}
SDL_Delay(16);
SDL_RenderPresent(screen);
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
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int i;
float content_scale;
int screen_width, screen_height;
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SDL_Rect area;
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int gamepad_index = -1;
SDLTest_CommonState *state;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (state == NULL) {
return 1;
}
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Parse commandline */
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for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (SDL_strcmp(argv[i], "--mappings") == 0) {
int map_i;
SDL_Log("Supported mappings:\n");
for (map_i = 0; map_i < SDL_GetNumGamepadMappings(); ++map_i) {
char *mapping = SDL_GetGamepadMappingForIndex(map_i);
if (mapping) {
SDL_Log("\t%s\n", mapping);
SDL_free(mapping);
}
}
SDL_Log("\n");
consumed = 1;
} else if (SDL_strcmp(argv[i], "--virtual") == 0) {
OpenVirtualGamepad();
consumed = 1;
} else if (gamepad_index < 0) {
char *endptr = NULL;
gamepad_index = (int)SDL_strtol(argv[i], &endptr, 0);
if (endptr != argv[i] && *endptr == '\0' && gamepad_index >= 0) {
consumed = 1;
}
}
}
if (consumed <= 0) {
static const char *options[] = { "[--mappings]", "[--virtual]", "[index]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
return 1;
}
i += consumed;
}
if (gamepad_index < 0) {
gamepad_index = 0;
}
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/* Initialize SDL (Note: video is required to start event loop) */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return 1;
}
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SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
/* Create a window to display gamepad state */
content_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
if (content_scale == 0.0f) {
content_scale = 1.0f;
}
screen_width = (int)SDL_ceilf(SCREEN_WIDTH * content_scale);
screen_height = (int)SDL_ceilf(SCREEN_HEIGHT * content_scale);
window = SDL_CreateWindow("SDL Controller Test", screen_width, screen_height, 0);
if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return 2;
}
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screen = SDL_CreateRenderer(window, NULL, 0);
if (screen == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return 2;
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderPresent(screen);
/* scale for platforms that don't give you the window size you asked for. */
SDL_SetRenderLogicalPresentation(screen, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_LOGICAL_PRESENTATION_LETTERBOX,
SDL_SCALEMODE_LINEAR);
title_area.w = (float)GAMEPAD_WIDTH;
title_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
title_area.x = (float)PANEL_WIDTH + PANEL_SPACING;
title_area.y = (float)TITLE_HEIGHT / 2 - title_area.h / 2;
type_area.w = (float)PANEL_WIDTH - 2 * BUTTON_MARGIN;
type_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
type_area.x = (float)BUTTON_MARGIN;
type_area.y = (float)TITLE_HEIGHT / 2 - type_area.h / 2;
image = CreateGamepadImage(screen);
if (image == NULL) {
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SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return 2;
}
SetGamepadImagePosition(image, PANEL_WIDTH + PANEL_SPACING, TITLE_HEIGHT);
gamepad_elements = CreateGamepadDisplay(screen);
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area.x = 0;
area.y = TITLE_HEIGHT;
area.w = PANEL_WIDTH;
area.h = GAMEPAD_HEIGHT;
SetGamepadDisplayArea(gamepad_elements, &area);
gamepad_type = CreateGamepadTypeDisplay(screen);
area.x = 0;
area.y = TITLE_HEIGHT;
area.w = PANEL_WIDTH;
area.h = GAMEPAD_HEIGHT;
SetGamepadTypeDisplayArea(gamepad_type, &area);
joystick_elements = CreateJoystickDisplay(screen);
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area.x = PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING;
area.y = TITLE_HEIGHT;
area.w = PANEL_WIDTH;
area.h = GAMEPAD_HEIGHT;
SetJoystickDisplayArea(joystick_elements, &area);
setup_mapping_button = CreateGamepadButton(screen, "Setup Mapping");
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(setup_mapping_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(setup_mapping_button) + 2 * BUTTON_PADDING;
area.x = BUTTON_MARGIN;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(setup_mapping_button, &area);
cancel_button = CreateGamepadButton(screen, "Cancel");
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(cancel_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(cancel_button) + 2 * BUTTON_PADDING;
area.x = BUTTON_MARGIN;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(cancel_button, &area);
clear_button = CreateGamepadButton(screen, "Clear");
area.x += area.w + BUTTON_PADDING;
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(clear_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(clear_button) + 2 * BUTTON_PADDING;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(clear_button, &area);
copy_button = CreateGamepadButton(screen, "Copy");
area.x += area.w + BUTTON_PADDING;
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(copy_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(copy_button) + 2 * BUTTON_PADDING;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(copy_button, &area);
paste_button = CreateGamepadButton(screen, "Paste");
area.x += area.w + BUTTON_PADDING;
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(paste_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(paste_button) + 2 * BUTTON_PADDING;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(paste_button, &area);
done_mapping_button = CreateGamepadButton(screen, "Done");
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(done_mapping_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(done_mapping_button) + 2 * BUTTON_PADDING;
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area.x = SCREEN_WIDTH / 2 - area.w / 2;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(done_mapping_button, &area);
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/* Process the initial gamepad list */
loop(NULL);
if (gamepad_index < num_controllers) {
SetController(controllers[gamepad_index].id);
} else if (num_controllers > 0) {
SetController(controllers[0].id);
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}
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/* Loop, getting gamepad events! */
#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(loop, NULL, 0, 1);
#else
while (!done) {
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loop(NULL);
}
#endif
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CloseVirtualGamepad();
while (num_controllers > 0) {
DelController(controllers[0].id);
}
DestroyGamepadImage(image);
DestroyGamepadDisplay(gamepad_elements);
DestroyGamepadTypeDisplay(gamepad_type);
DestroyJoystickDisplay(joystick_elements);
DestroyGamepadButton(copy_button);
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SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
SDLTest_CommonDestroyState(state);
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return 0;
}