testgamepad works for joysticks as well as gamepads

This commit is contained in:
Sam Lantinga 2023-07-11 13:06:28 -07:00
parent eda2824e6f
commit 34876c390f
2 changed files with 290 additions and 283 deletions

View File

@ -408,6 +408,12 @@ void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &finger->state, &finger->x, &finger->y, &finger->pressure);
}
} else {
if (ctx->fingers) {
SDL_free(ctx->fingers);
ctx->fingers = NULL;
ctx->num_fingers = 0;
}
}
}
@ -613,7 +619,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
SDL_bool has_accel;
SDL_bool has_gyro;
if (!ctx) {
if (!ctx || !gamepad) {
return;
}

View File

@ -46,6 +46,14 @@ static const char *power_level_strings[] = {
};
SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
typedef struct
{
SDL_JoystickID id;
SDL_Joystick *joystick;
SDL_Gamepad *gamepad;
int trigger_effect;
} Controller;
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
static GamepadImage *image = NULL;
@ -55,10 +63,9 @@ static GamepadButton *copy_button = NULL;
static SDL_bool retval = SDL_FALSE;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static int trigger_effect = 0;
static SDL_Gamepad *gamepad;
static SDL_Gamepad **gamepads;
static int num_gamepads = 0;
static int num_controllers = 0;
static Controller *controllers;
static Controller *controller;
static SDL_Joystick *virtual_joystick = NULL;
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
static float virtual_axis_start_x;
@ -132,46 +139,6 @@ static void PrintJoystickInfo(SDL_JoystickID instance_id)
}
}
static void UpdateWindowTitle(void)
{
if (window == NULL) {
return;
}
if (gamepad) {
const char *name = SDL_GetGamepadName(gamepad);
const char *serial = SDL_GetGamepadSerial(gamepad);
const char *basetitle = "Gamepad Test: ";
const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
char *title = (char *)SDL_malloc(titlelen);
retval = SDL_FALSE;
done = SDL_FALSE;
if (title) {
SDL_strlcpy(title, basetitle, titlelen);
if (name) {
SDL_strlcat(title, name, titlelen);
}
if (serial) {
SDL_strlcat(title, " (", titlelen);
SDL_strlcat(title, serial, titlelen);
SDL_strlcat(title, ")", titlelen);
}
SDL_SetWindowTitle(window, title);
SDL_free(title);
}
if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
SetGamepadImageShowingTouchpad(image, SDL_TRUE);
} else {
SetGamepadImageShowingTouchpad(image, SDL_FALSE);
}
} else {
SDL_SetWindowTitle(window, "Waiting for gamepad...");
}
}
static const char *GetSensorName(SDL_SensorType sensor)
{
switch (sensor) {
@ -192,138 +159,6 @@ static const char *GetSensorName(SDL_SensorType sensor)
}
}
static int FindGamepad(SDL_JoystickID gamepad_id)
{
int i;
for (i = 0; i < num_gamepads; ++i) {
if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
return i;
}
}
return -1;
}
static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
{
SDL_Gamepad **new_gamepads;
SDL_Gamepad *new_gamepad;
Uint16 firmware_version;
SDL_SensorType sensors[] = {
SDL_SENSOR_ACCEL,
SDL_SENSOR_GYRO,
SDL_SENSOR_ACCEL_L,
SDL_SENSOR_GYRO_L,
SDL_SENSOR_ACCEL_R,
SDL_SENSOR_GYRO_R
};
unsigned int i;
if (FindGamepad(gamepad_id) >= 0) {
/* We already have this gamepad */
return;
}
new_gamepad = SDL_OpenGamepad(gamepad_id);
if (new_gamepad == NULL) {
SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
return;
}
new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
if (new_gamepads == NULL) {
SDL_CloseGamepad(gamepad);
return;
}
new_gamepads[num_gamepads++] = new_gamepad;
gamepads = new_gamepads;
gamepad = new_gamepad;
trigger_effect = 0;
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) {
if (verbose) {
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
}
for (i = 0; i < SDL_arraysize(sensors); ++i) {
SDL_SensorType sensor = sensors[i];
if (SDL_GamepadHasSensor(gamepad, sensor)) {
if (verbose) {
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
}
SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
}
}
if (SDL_GamepadHasRumble(gamepad)) {
SDL_Log("Rumble supported");
}
if (SDL_GamepadHasRumbleTriggers(gamepad)) {
SDL_Log("Trigger rumble supported");
}
UpdateWindowTitle();
}
static void SetGamepad(SDL_JoystickID gamepad_id)
{
int i = FindGamepad(gamepad_id);
if (i < 0) {
return;
}
if (gamepad != gamepads[i]) {
gamepad = gamepads[i];
UpdateWindowTitle();
}
}
static void DelGamepad(SDL_JoystickID gamepad_id)
{
int i = FindGamepad(gamepad_id);
if (i < 0) {
return;
}
SDL_CloseGamepad(gamepads[i]);
--num_gamepads;
if (i < num_gamepads) {
SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
}
if (num_gamepads > 0) {
gamepad = gamepads[0];
} else {
gamepad = NULL;
}
UpdateWindowTitle();
}
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;
}
}
/* PS5 trigger effect documentation:
https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
*/
@ -352,7 +187,7 @@ typedef struct
Uint8 ucLedBlue; /* 46 */
} DS5EffectsState_t;
static void CyclePS5TriggerEffect(void)
static void CyclePS5TriggerEffect(Controller *device)
{
DS5EffectsState_t state;
@ -365,13 +200,169 @@ static void CyclePS5TriggerEffect(void)
{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
};
trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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[trigger_effect], sizeof(effects[trigger_effect]));
SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
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 int FindController(SDL_JoystickID id)
{
int i;
for (i = 0; i < num_controllers; ++i) {
if (id == controllers[i].id) {
return i;
}
}
return -1;
}
static void SetController(SDL_JoystickID id)
{
int i = FindController(id);
if (i < 0 && num_controllers > 0) {
i = 0;
}
if (i >= 0) {
controller = &controllers[i];
if (controller->gamepad) {
SetGamepadImageShowingBattery(image, SDL_TRUE);
} else {
SetGamepadImageShowingBattery(image, SDL_FALSE);
}
if (SDL_GetNumGamepadTouchpads(controller->gamepad) > 0) {
SetGamepadImageShowingTouchpad(image, SDL_TRUE);
} else {
SetGamepadImageShowingTouchpad(image, SDL_FALSE);
}
} else {
controller = NULL;
SetGamepadImageShowingBattery(image, SDL_FALSE);
SetGamepadImageShowingTouchpad(image, SDL_FALSE);
}
}
static void AddController(SDL_JoystickID id, SDL_bool verbose)
{
Controller *new_controllers;
Controller *new_controller;
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 */
return;
}
new_controllers = (Controller *)SDL_realloc(controllers, (num_controllers + 1) * sizeof(*controllers));
if (new_controllers == NULL) {
return;
}
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->gamepad = SDL_OpenGamepad(id);
if (new_controller->gamepad) {
SDL_Gamepad *gamepad = new_controller->gamepad;
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);
}
if (SDL_GamepadHasRumble(gamepad)) {
SDL_Log("Rumble supported");
}
if (SDL_GamepadHasRumbleTriggers(gamepad)) {
SDL_Log("Trigger rumble supported");
}
}
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;
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 : "");
}
}
SetController(id);
}
static void DelController(SDL_JoystickID id)
{
int i = FindController(id);
if (i < 0) {
return;
}
/* Reset trigger state */
if (controllers[i].trigger_effect != 0) {
controllers[i].trigger_effect = -1;
CyclePS5TriggerEffect(&controllers[i]);
}
if (controllers[i].gamepad) {
SDL_CloseGamepad(controllers[i].gamepad);
}
if (controllers[i].joystick) {
SDL_CloseJoystick(controllers[i].joystick);
}
--num_controllers;
if (i < num_controllers) {
SDL_memcpy(&controllers[i], &controllers[i + 1], (num_controllers - i) * sizeof(*controllers));
}
SetController(0);
}
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)
@ -379,10 +370,10 @@ static SDL_bool ShowingFront(void)
SDL_bool showing_front = SDL_TRUE;
int i;
if (gamepad) {
if (controller->gamepad) {
/* Show the back of the gamepad if the paddles are being held */
for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
showing_front = SDL_FALSE;
break;
}
@ -569,26 +560,32 @@ static void DrawGamepadInfo(SDL_Renderer *renderer)
char text[128];
float x, y;
name = SDL_GetGamepadName(gamepad);
if (controller->gamepad) {
name = SDL_GetGamepadName(controller->gamepad);
} else {
name = SDL_GetJoystickName(controller->joystick);
}
if (name && *name) {
x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(name)) / 2;
y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2;
SDLTest_DrawString(renderer, x, y, name);
}
if (SDL_IsJoystickVirtual(SDL_GetGamepadInstanceID(gamepad))) {
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);
}
SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x", SDL_GetGamepadVendor(gamepad), SDL_GetGamepadProduct(gamepad));
SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x",
SDL_GetJoystickVendor(controller->joystick),
SDL_GetJoystickProduct(controller->joystick));
y = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
x = (float)SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text));
SDLTest_DrawString(renderer, x, y, text);
serial = SDL_GetGamepadSerial(gamepad);
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;
@ -599,9 +596,10 @@ static void DrawGamepadInfo(SDL_Renderer *renderer)
static void CopyMappingToClipboard()
{
char *mapping = SDL_GetGamepadMapping(gamepad);
if (controller && controller->gamepad) {
char *mapping = SDL_GetGamepadMapping(controller->gamepad);
if (mapping) {
const char *name = SDL_GetGamepadName(gamepad);
const char *name = SDL_GetGamepadName(controller->gamepad);
char *wildcard = SDL_strchr(mapping, '*');
if (wildcard && name && *name) {
char *text;
@ -622,6 +620,7 @@ static void CopyMappingToClipboard()
}
SDL_free(mapping);
}
}
}
static void loop(void *arg)
@ -637,19 +636,21 @@ static void loop(void *arg)
switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
PrintJoystickInfo(event.jdevice.which);
AddController(event.jdevice.which, SDL_TRUE);
break;
case SDL_EVENT_GAMEPAD_ADDED:
SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n",
event.gdevice.which);
AddGamepad(event.gdevice.which, SDL_TRUE);
case SDL_EVENT_JOYSTICK_REMOVED:
DelController(event.jdevice.which);
break;
case SDL_EVENT_GAMEPAD_REMOVED:
SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n",
event.gdevice.which);
DelGamepad(event.gdevice.which);
case SDL_EVENT_JOYSTICK_AXIS_MOTION:
if (event.jaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.jaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetController(event.jaxis.which);
}
break;
case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
SetController(event.jbutton.which);
break;
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
@ -682,7 +683,7 @@ static void loop(void *arg)
#ifdef VERBOSE_AXES
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetGamepad(event.gaxis.which);
SetController(event.gaxis.which);
}
SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
event.gaxis.which,
@ -694,7 +695,7 @@ static void loop(void *arg)
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SetGamepad(event.gbutton.which);
SetController(event.gbutton.which);
}
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
event.gbutton.which,
@ -703,9 +704,9 @@ static void loop(void *arg)
/* Cycle PS5 trigger effects when the microphone button is pressed */
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
CyclePS5TriggerEffect();
controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5 &&
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) {
CyclePS5TriggerEffect(controller);
}
break;
@ -739,10 +740,10 @@ static void loop(void *arg)
case SDL_EVENT_KEY_DOWN:
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (gamepad) {
if (controller && controller->gamepad) {
int player_index = (event.key.keysym.sym - SDLK_0);
SDL_SetGamepadPlayerIndex(gamepad, player_index);
SDL_SetGamepadPlayerIndex(controller->gamepad, player_index);
}
break;
}
@ -754,10 +755,10 @@ static void loop(void *arg)
CloseVirtualGamepad();
break;
}
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = SDL_TRUE;
}
SDL_FALLTHROUGH;
break;
case SDL_EVENT_QUIT:
done = SDL_TRUE;
break;
@ -771,22 +772,25 @@ static void loop(void *arg)
SDL_RenderClear(screen);
SDL_SetRenderDrawColor(screen, 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
if (gamepad) {
if (controller) {
SetGamepadImageShowingFront(image, ShowingFront());
UpdateGamepadImageFromGamepad(image, gamepad);
UpdateGamepadImageFromGamepad(image, controller->gamepad);
RenderGamepadImage(image);
RenderGamepadDisplay(gamepad_elements, gamepad);
RenderJoystickDisplay(joystick_elements, SDL_GetGamepadJoystick(gamepad));
RenderGamepadDisplay(gamepad_elements, controller->gamepad);
RenderJoystickDisplay(joystick_elements, controller->joystick);
if (controller->gamepad) {
RenderGamepadButton(copy_button);
}
DrawGamepadInfo(screen);
if (controller->gamepad) {
/* Update LED based on left thumbstick position */
{
Sint16 x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
Sint16 y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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);
@ -807,28 +811,29 @@ static void loop(void *arg)
g = 0;
}
SDL_SetGamepadLED(gamepad, r, g, b);
SDL_SetGamepadLED(controller->gamepad, r, g, b);
}
}
if (trigger_effect == 0) {
if (controller->trigger_effect == 0) {
/* Update rumble based on trigger state */
{
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
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(gamepad, low_frequency_rumble, high_frequency_rumble, 250);
SDL_RumbleGamepad(controller->gamepad, low_frequency_rumble, high_frequency_rumble, 250);
}
/* Update trigger rumble based on thumbstick state */
{
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
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(gamepad, left_rumble, right_rumble, 250);
SDL_RumbleGamepadTriggers(controller->gamepad, left_rumble, right_rumble, 250);
}
}
}
} else {
@ -971,12 +976,11 @@ int main(int argc, char *argv[])
/* Process the initial gamepad list */
loop(NULL);
if (gamepad_index < num_gamepads) {
gamepad = gamepads[gamepad_index];
} else {
gamepad = NULL;
if (gamepad_index < num_controllers) {
SetController(controllers[gamepad_index].id);
} else if (num_controllers > 0) {
SetController(controllers[0].id);
}
UpdateWindowTitle();
/* Loop, getting gamepad events! */
#ifdef __EMSCRIPTEN__
@ -987,13 +991,10 @@ int main(int argc, char *argv[])
}
#endif
/* Reset trigger state */
if (trigger_effect != 0) {
trigger_effect = -1;
CyclePS5TriggerEffect();
}
CloseVirtualGamepad();
while (num_controllers > 0) {
DelController(controllers[0].id);
}
DestroyGamepadImage(image);
DestroyGamepadDisplay(gamepad_elements);
DestroyJoystickDisplay(joystick_elements);