mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-27 13:53:37 +08:00
ea0c2f55be
Feedback from @icculus: "IsTablet" uses "is" as a form of "to be" ...like, the actual question is of its nature. The rest is just a superfluous word in the question and it flows as better English with if (RectEmpty) than if (IsRectEmpty) Fixes https://github.com/libsdl-org/SDL/issues/6932
970 lines
33 KiB
C
970 lines
33 KiB
C
/*
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program to test the SDL gamepad routines */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 320
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#define BUTTON_SIZE 50
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#define AXIS_SIZE 50
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/* This is indexed by SDL_GamepadButton. */
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static const struct
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{
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int x;
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int y;
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} button_positions[] = {
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{ 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
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{ 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
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{ 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
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{ 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
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{ 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
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{ 75, 154 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 77, 40 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 396, 36 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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{ 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
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{ 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
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{ 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
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{ 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
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{ 0, 0 }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
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};
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SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
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/* This is indexed by SDL_GamepadAxis. */
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static const struct
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{
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int x;
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int y;
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double angle;
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} axis_positions[] = {
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{ 74, 153, 270.0 }, /* LEFTX */
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{ 74, 153, 0.0 }, /* LEFTY */
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{ 306, 231, 270.0 }, /* RIGHTX */
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{ 306, 231, 0.0 }, /* RIGHTY */
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{ 91, -20, 0.0 }, /* TRIGGERLEFT */
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{ 375, -20, 0.0 }, /* TRIGGERRIGHT */
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};
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SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
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/* This is indexed by SDL_JoystickPowerLevel + 1. */
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static const char *power_level_strings[] = {
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"unknown", /* SDL_JOYSTICK_POWER_UNKNOWN */
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"empty", /* SDL_JOYSTICK_POWER_EMPTY */
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"low", /* SDL_JOYSTICK_POWER_LOW */
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"medium", /* SDL_JOYSTICK_POWER_MEDIUM */
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"full", /* SDL_JOYSTICK_POWER_FULL */
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"wired", /* SDL_JOYSTICK_POWER_WIRED */
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};
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SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
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static SDL_Window *window = NULL;
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static SDL_Renderer *screen = NULL;
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static SDL_bool retval = SDL_FALSE;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool set_LED = SDL_FALSE;
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static int trigger_effect = 0;
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static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
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static SDL_Gamepad *gamepad;
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static SDL_Gamepad **gamepads;
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static int num_gamepads = 0;
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static SDL_Joystick *virtual_joystick = NULL;
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static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
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static int virtual_axis_start_x;
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static int virtual_axis_start_y;
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static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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static void UpdateWindowTitle()
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{
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if (window == NULL) {
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return;
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}
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if (gamepad) {
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const char *name = SDL_GetGamepadName(gamepad);
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const char *serial = SDL_GetGamepadSerial(gamepad);
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const char *basetitle = "Gamepad Test: ";
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const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
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char *title = (char *)SDL_malloc(titlelen);
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retval = SDL_FALSE;
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done = SDL_FALSE;
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if (title) {
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SDL_strlcpy(title, basetitle, titlelen);
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if (name) {
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SDL_strlcat(title, name, titlelen);
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}
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if (serial) {
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SDL_strlcat(title, " (", titlelen);
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SDL_strlcat(title, serial, titlelen);
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SDL_strlcat(title, ")", titlelen);
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}
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SDL_SetWindowTitle(window, title);
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SDL_free(title);
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}
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} else {
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SDL_SetWindowTitle(window, "Waiting for gamepad...");
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}
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}
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static const char *GetSensorName(SDL_SensorType sensor)
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{
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switch (sensor) {
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case SDL_SENSOR_ACCEL:
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return "accelerometer";
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case SDL_SENSOR_GYRO:
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return "gyro";
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case SDL_SENSOR_ACCEL_L:
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return "accelerometer (L)";
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case SDL_SENSOR_GYRO_L:
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return "gyro (L)";
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case SDL_SENSOR_ACCEL_R:
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return "accelerometer (R)";
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case SDL_SENSOR_GYRO_R:
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return "gyro (R)";
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default:
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return "UNKNOWN";
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}
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}
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static int FindGamepad(SDL_JoystickID gamepad_id)
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{
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int i;
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for (i = 0; i < num_gamepads; ++i) {
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if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
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return i;
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}
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}
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return -1;
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}
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static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
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{
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SDL_Gamepad **new_gamepads;
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SDL_Gamepad *new_gamepad;
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Uint16 firmware_version;
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SDL_SensorType sensors[] = {
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SDL_SENSOR_ACCEL,
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SDL_SENSOR_GYRO,
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SDL_SENSOR_ACCEL_L,
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SDL_SENSOR_GYRO_L,
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SDL_SENSOR_ACCEL_R,
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SDL_SENSOR_GYRO_R
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};
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unsigned int i;
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if (FindGamepad(gamepad_id) >= 0) {
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/* We already have this gamepad */
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return;
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}
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new_gamepad = SDL_OpenGamepad(gamepad_id);
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if (new_gamepad == NULL) {
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SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
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return;
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}
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new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
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if (new_gamepads == NULL) {
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SDL_CloseGamepad(gamepad);
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return;
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}
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new_gamepads[num_gamepads++] = new_gamepad;
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gamepads = new_gamepads;
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gamepad = new_gamepad;
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trigger_effect = 0;
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if (verbose) {
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const char *name = SDL_GetGamepadName(gamepad);
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const char *path = SDL_GetGamepadPath(gamepad);
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SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
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}
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firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
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if (firmware_version) {
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if (verbose) {
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SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
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}
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}
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for (i = 0; i < SDL_arraysize(sensors); ++i) {
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SDL_SensorType sensor = sensors[i];
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if (SDL_GamepadHasSensor(gamepad, sensor)) {
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if (verbose) {
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SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
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}
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SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
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}
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}
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if (SDL_GamepadHasRumble(gamepad)) {
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SDL_Log("Rumble supported");
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}
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if (SDL_GamepadHasRumbleTriggers(gamepad)) {
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SDL_Log("Trigger rumble supported");
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}
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UpdateWindowTitle();
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}
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static void SetGamepad(SDL_JoystickID gamepad_id)
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{
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int i = FindGamepad(gamepad_id);
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if (i < 0) {
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return;
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}
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if (gamepad != gamepads[i]) {
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gamepad = gamepads[i];
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UpdateWindowTitle();
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}
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}
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static void DelGamepad(SDL_JoystickID gamepad_id)
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{
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int i = FindGamepad(gamepad_id);
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if (i < 0) {
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return;
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}
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SDL_CloseGamepad(gamepads[i]);
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--num_gamepads;
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if (i < num_gamepads) {
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SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
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}
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if (num_gamepads > 0) {
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gamepad = gamepads[0];
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} else {
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gamepad = NULL;
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}
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UpdateWindowTitle();
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}
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static Uint16 ConvertAxisToRumble(Sint16 axisval)
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{
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/* Only start rumbling if the axis is past the halfway point */
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const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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if (axisval > half_axis) {
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return (Uint16)(axisval - half_axis) * 4;
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} else {
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return 0;
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}
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}
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/* PS5 trigger effect documentation:
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https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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*/
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typedef struct
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{
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Uint8 ucEnableBits1; /* 0 */
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Uint8 ucEnableBits2; /* 1 */
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Uint8 ucRumbleRight; /* 2 */
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Uint8 ucRumbleLeft; /* 3 */
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Uint8 ucHeadphoneVolume; /* 4 */
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Uint8 ucSpeakerVolume; /* 5 */
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Uint8 ucMicrophoneVolume; /* 6 */
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Uint8 ucAudioEnableBits; /* 7 */
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Uint8 ucMicLightMode; /* 8 */
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Uint8 ucAudioMuteBits; /* 9 */
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Uint8 rgucRightTriggerEffect[11]; /* 10 */
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Uint8 rgucLeftTriggerEffect[11]; /* 21 */
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Uint8 rgucUnknown1[6]; /* 32 */
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Uint8 ucLedFlags; /* 38 */
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Uint8 rgucUnknown2[2]; /* 39 */
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Uint8 ucLedAnim; /* 41 */
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Uint8 ucLedBrightness; /* 42 */
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Uint8 ucPadLights; /* 43 */
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Uint8 ucLedRed; /* 44 */
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Uint8 ucLedGreen; /* 45 */
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Uint8 ucLedBlue; /* 46 */
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} DS5EffectsState_t;
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static void CyclePS5TriggerEffect()
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{
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DS5EffectsState_t state;
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Uint8 effects[3][11] = {
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/* Clear trigger effect */
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{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Constant resistance across entire trigger pull */
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{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Resistance and vibration when trigger is pulled */
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{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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};
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trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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SDL_zero(state);
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state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
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}
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static SDL_bool ShowingFront()
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{
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SDL_bool showing_front = SDL_TRUE;
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int i;
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if (gamepad) {
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/* Show the back of the gamepad if the paddles are being held */
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for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
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if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
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showing_front = SDL_FALSE;
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break;
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}
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}
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}
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if ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0) {
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showing_front = SDL_FALSE;
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}
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return showing_front;
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}
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static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
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{
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SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
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}
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static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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{
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SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
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return 0;
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}
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static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
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{
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SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
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return 0;
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}
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static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
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{
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SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
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return 0;
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}
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static void OpenVirtualGamepad()
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{
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SDL_VirtualJoystickDesc desc;
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SDL_JoystickID virtual_id;
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SDL_zero(desc);
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desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
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desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
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desc.naxes = SDL_GAMEPAD_AXIS_MAX;
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desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
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desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
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desc.Rumble = VirtualGamepadRumble;
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desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
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desc.SetLED = VirtualGamepadSetLED;
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virtual_id = SDL_AttachVirtualJoystickEx(&desc);
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if (virtual_id == 0) {
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SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
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} else {
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virtual_joystick = SDL_OpenJoystick(virtual_id);
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if (virtual_joystick == NULL) {
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SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
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}
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}
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}
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static void CloseVirtualGamepad()
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{
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int i;
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SDL_JoystickID *joysticks = SDL_GetJoysticks(NULL);
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if (joysticks) {
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for (i = 0; joysticks[i]; ++i) {
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SDL_JoystickID instance_id = joysticks[i];
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if (SDL_IsJoystickVirtual(instance_id)) {
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SDL_DetachVirtualJoystick(instance_id);
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}
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}
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SDL_free(joysticks);
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}
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if (virtual_joystick) {
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SDL_CloseJoystick(virtual_joystick);
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virtual_joystick = NULL;
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}
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}
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static SDL_GamepadButton FindButtonAtPosition(int x, int y)
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{
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SDL_Point point;
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int i;
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SDL_bool showing_front = ShowingFront();
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point.x = x;
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point.y = y;
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for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
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SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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SDL_Rect rect;
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rect.x = button_positions[i].x;
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rect.y = button_positions[i].y;
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rect.w = BUTTON_SIZE;
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rect.h = BUTTON_SIZE;
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if (SDL_PointInRect(&point, &rect)) {
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return (SDL_GamepadButton)i;
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}
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}
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}
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return SDL_GAMEPAD_BUTTON_INVALID;
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}
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static SDL_GamepadAxis FindAxisAtPosition(int x, int y)
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{
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SDL_Point point;
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int i;
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SDL_bool showing_front = ShowingFront();
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point.x = x;
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point.y = y;
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for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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if (showing_front) {
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SDL_Rect rect;
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rect.x = axis_positions[i].x;
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rect.y = axis_positions[i].y;
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rect.w = AXIS_SIZE;
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rect.h = AXIS_SIZE;
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if (SDL_PointInRect(&point, &rect)) {
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return (SDL_GamepadAxis)i;
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}
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}
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}
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return SDL_GAMEPAD_AXIS_INVALID;
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}
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static void VirtualGamepadMouseMotion(int x, int y)
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{
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if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
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if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
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const int MOVING_DISTANCE = 2;
|
|
if (SDL_abs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
|
|
SDL_abs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
|
|
SDL_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(((float)y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
|
|
Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
|
|
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, value);
|
|
} else {
|
|
float distanceX = SDL_clamp(((float)x - virtual_axis_start_x) / AXIS_SIZE, -1.0f, 1.0f);
|
|
float distanceY = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, -1.0f, 1.0f);
|
|
Sint16 valueX, valueY;
|
|
|
|
if (distanceX >= 0) {
|
|
valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
|
|
} else {
|
|
valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
|
|
}
|
|
if (distanceY >= 0) {
|
|
valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
|
|
} else {
|
|
valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
|
|
}
|
|
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
|
|
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, valueY);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void VirtualGamepadMouseDown(int x, int y)
|
|
{
|
|
SDL_GamepadButton button;
|
|
SDL_GamepadAxis axis;
|
|
|
|
button = FindButtonAtPosition(x, y);
|
|
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
|
|
virtual_button_active = button;
|
|
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
|
|
}
|
|
|
|
axis = FindAxisAtPosition(x, y);
|
|
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
|
|
virtual_axis_active = axis;
|
|
virtual_axis_start_x = x;
|
|
virtual_axis_start_y = y;
|
|
}
|
|
}
|
|
|
|
static void VirtualGamepadMouseUp(int x, int 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;
|
|
}
|
|
}
|
|
|
|
void loop(void *arg)
|
|
{
|
|
SDL_Event event;
|
|
int i;
|
|
SDL_bool showing_front;
|
|
|
|
/* Update to get the current event state */
|
|
SDL_PumpEvents();
|
|
|
|
/* Process all currently pending events */
|
|
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
|
|
switch (event.type) {
|
|
case SDL_GAMEPADADDED:
|
|
SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n", event.cdevice.which);
|
|
AddGamepad(event.cdevice.which, SDL_TRUE);
|
|
break;
|
|
|
|
case SDL_GAMEPADREMOVED:
|
|
SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n", event.cdevice.which);
|
|
DelGamepad(event.cdevice.which);
|
|
break;
|
|
|
|
case SDL_GAMEPADTOUCHPADDOWN:
|
|
case SDL_GAMEPADTOUCHPADMOTION:
|
|
case SDL_GAMEPADTOUCHPADUP:
|
|
SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
|
|
event.ctouchpad.which,
|
|
event.ctouchpad.touchpad,
|
|
event.ctouchpad.finger,
|
|
(event.type == SDL_GAMEPADTOUCHPADDOWN ? "pressed at" : (event.type == SDL_GAMEPADTOUCHPADUP ? "released at" : "moved to")),
|
|
event.ctouchpad.x,
|
|
event.ctouchpad.y,
|
|
event.ctouchpad.pressure);
|
|
break;
|
|
|
|
#define VERBOSE_SENSORS
|
|
#ifdef VERBOSE_SENSORS
|
|
case SDL_GAMEPADSENSORUPDATE:
|
|
SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
|
|
event.csensor.which,
|
|
GetSensorName((SDL_SensorType)event.csensor.sensor),
|
|
event.csensor.data[0],
|
|
event.csensor.data[1],
|
|
event.csensor.data[2],
|
|
event.csensor.sensor_timestamp);
|
|
break;
|
|
#endif /* VERBOSE_SENSORS */
|
|
|
|
#define VERBOSE_AXES
|
|
#ifdef VERBOSE_AXES
|
|
case SDL_GAMEPADAXISMOTION:
|
|
if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
|
|
SetGamepad(event.caxis.which);
|
|
}
|
|
SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n", event.caxis.which, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)event.caxis.axis), event.caxis.value);
|
|
break;
|
|
#endif /* VERBOSE_AXES */
|
|
|
|
case SDL_GAMEPADBUTTONDOWN:
|
|
case SDL_GAMEPADBUTTONUP:
|
|
if (event.type == SDL_GAMEPADBUTTONDOWN) {
|
|
SetGamepad(event.cbutton.which);
|
|
}
|
|
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n", event.cbutton.which, SDL_GetGamepadStringForButton((SDL_GamepadButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
|
|
|
|
/* Cycle PS5 trigger effects when the microphone button is pressed */
|
|
if (event.type == SDL_GAMEPADBUTTONDOWN &&
|
|
event.cbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
|
|
SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
|
|
CyclePS5TriggerEffect();
|
|
}
|
|
break;
|
|
|
|
case SDL_JOYBATTERYUPDATED:
|
|
SDL_Log("Gamepad %" SDL_PRIu32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
|
|
break;
|
|
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
if (virtual_joystick) {
|
|
VirtualGamepadMouseDown(event.button.x, event.button.y);
|
|
}
|
|
break;
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
if (virtual_joystick) {
|
|
VirtualGamepadMouseUp(event.button.x, event.button.y);
|
|
}
|
|
break;
|
|
|
|
case SDL_MOUSEMOTION:
|
|
if (virtual_joystick) {
|
|
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
|
|
}
|
|
break;
|
|
|
|
case SDL_KEYDOWN:
|
|
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
|
|
if (gamepad) {
|
|
int player_index = (event.key.keysym.sym - SDLK_0);
|
|
|
|
SDL_SetGamepadPlayerIndex(gamepad, player_index);
|
|
}
|
|
break;
|
|
}
|
|
if (event.key.keysym.sym == SDLK_a) {
|
|
OpenVirtualGamepad();
|
|
break;
|
|
}
|
|
if (event.key.keysym.sym == SDLK_d) {
|
|
CloseVirtualGamepad();
|
|
break;
|
|
}
|
|
if (event.key.keysym.sym != SDLK_ESCAPE) {
|
|
break;
|
|
}
|
|
SDL_FALLTHROUGH;
|
|
case SDL_QUIT:
|
|
done = SDL_TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
showing_front = ShowingFront();
|
|
|
|
/* blank screen, set up for drawing this frame. */
|
|
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
|
|
SDL_RenderClear(screen);
|
|
SDL_RenderTexture(screen, showing_front ? background_front : background_back, NULL, NULL);
|
|
|
|
if (gamepad) {
|
|
/* Update visual gamepad state */
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
|
|
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
|
|
SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
|
|
if (on_front == showing_front) {
|
|
SDL_Rect dst;
|
|
dst.x = button_positions[i].x;
|
|
dst.y = button_positions[i].y;
|
|
dst.w = BUTTON_SIZE;
|
|
dst.h = BUTTON_SIZE;
|
|
SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (showing_front) {
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
|
|
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
|
|
const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
|
|
if (value < -deadzone) {
|
|
const double angle = axis_positions[i].angle;
|
|
SDL_Rect dst;
|
|
dst.x = axis_positions[i].x;
|
|
dst.y = axis_positions[i].y;
|
|
dst.w = AXIS_SIZE;
|
|
dst.h = AXIS_SIZE;
|
|
SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
} else if (value > deadzone) {
|
|
const double angle = axis_positions[i].angle + 180.0;
|
|
SDL_Rect dst;
|
|
dst.x = axis_positions[i].x;
|
|
dst.y = axis_positions[i].y;
|
|
dst.w = AXIS_SIZE;
|
|
dst.h = AXIS_SIZE;
|
|
SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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);
|
|
|
|
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 {
|
|
r = 0;
|
|
b = (Uint8)(((int)(x)*255) / 32767);
|
|
}
|
|
if (y > 0) {
|
|
g = (Uint8)(((int)(y)*255) / 32767);
|
|
} else {
|
|
g = 0;
|
|
}
|
|
|
|
SDL_SetGamepadLED(gamepad, r, g, b);
|
|
}
|
|
}
|
|
|
|
if (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);
|
|
Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
|
|
Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
|
|
SDL_RumbleGamepad(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);
|
|
Uint16 left_rumble = ConvertAxisToRumble(~left);
|
|
Uint16 right_rumble = ConvertAxisToRumble(~right);
|
|
|
|
SDL_RumbleGamepadTriggers(gamepad, left_rumble, right_rumble, 250);
|
|
}
|
|
}
|
|
}
|
|
SDL_Delay(16);
|
|
SDL_RenderPresent(screen);
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
SDL_JoystickID *joysticks;
|
|
int joystick_count = 0;
|
|
int gamepad_count = 0;
|
|
int gamepad_index = 0;
|
|
char guid[64];
|
|
|
|
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);
|
|
|
|
/* 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;
|
|
}
|
|
|
|
SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
|
|
|
|
/* Print information about the mappings */
|
|
if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
|
|
SDL_Log("Supported mappings:\n");
|
|
for (i = 0; i < SDL_GetNumGamepadMappings(); ++i) {
|
|
char *mapping = SDL_GetGamepadMappingForIndex(i);
|
|
if (mapping) {
|
|
SDL_Log("\t%s\n", mapping);
|
|
SDL_free(mapping);
|
|
}
|
|
}
|
|
SDL_Log("\n");
|
|
}
|
|
|
|
/* Print information about the gamepads */
|
|
joysticks = SDL_GetJoysticks(&joystick_count);
|
|
if (joysticks) {
|
|
for (i = 0; joysticks[i]; ++i) {
|
|
SDL_JoystickID instance_id = joysticks[i];
|
|
const char *name;
|
|
const char *path;
|
|
const char *description;
|
|
|
|
SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id),
|
|
guid, sizeof(guid));
|
|
|
|
if (SDL_IsGamepad(instance_id)) {
|
|
gamepad_count++;
|
|
name = SDL_GetGamepadInstanceName(instance_id);
|
|
path = SDL_GetGamepadInstancePath(instance_id);
|
|
switch (SDL_GetGamepadInstanceType(instance_id)) {
|
|
case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
|
|
description = "Amazon Luna Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
|
|
description = "Google Stadia Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
|
|
description = "Nintendo Switch Joy-Con";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
|
|
description = "Nintendo Switch Pro Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_PS3:
|
|
description = "PS3 Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_PS4:
|
|
description = "PS4 Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_PS5:
|
|
description = "PS5 Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_XBOX360:
|
|
description = "XBox 360 Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_XBOXONE:
|
|
description = "XBox One Controller";
|
|
break;
|
|
case SDL_GAMEPAD_TYPE_VIRTUAL:
|
|
description = "Virtual Gamepad";
|
|
break;
|
|
default:
|
|
description = "Gamepad";
|
|
break;
|
|
}
|
|
AddGamepad(instance_id, SDL_FALSE);
|
|
} else {
|
|
name = SDL_GetJoystickInstanceName(instance_id);
|
|
path = SDL_GetJoystickInstancePath(instance_id);
|
|
description = "Joystick";
|
|
}
|
|
SDL_Log("%s %d: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
|
|
description, i, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
|
|
SDL_GetJoystickInstanceVendor(instance_id),
|
|
SDL_GetJoystickInstanceProduct(instance_id),
|
|
SDL_GetJoystickInstancePlayerIndex(instance_id));
|
|
}
|
|
SDL_free(joysticks);
|
|
}
|
|
SDL_Log("There are %d gamepad(s) attached (%d joystick(s))\n", gamepad_count, joystick_count);
|
|
|
|
/* Create a window to display gamepad state */
|
|
window = SDL_CreateWindow("Gamepad Test", SDL_WINDOWPOS_CENTERED,
|
|
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
|
SCREEN_HEIGHT, 0);
|
|
if (window == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
|
return 2;
|
|
}
|
|
|
|
screen = SDL_CreateRenderer(window, 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_SetRenderLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
|
|
background_front = LoadTexture(screen, "gamepadmap.bmp", SDL_FALSE, NULL, NULL);
|
|
background_back = LoadTexture(screen, "gamepadmap_back.bmp", SDL_FALSE, NULL, NULL);
|
|
button_texture = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
|
|
axis_texture = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
|
|
|
|
if (background_front == NULL || background_back == NULL || button_texture == NULL || axis_texture == NULL) {
|
|
SDL_DestroyRenderer(screen);
|
|
SDL_DestroyWindow(window);
|
|
return 2;
|
|
}
|
|
SDL_SetTextureColorMod(button_texture, 10, 255, 21);
|
|
SDL_SetTextureColorMod(axis_texture, 10, 255, 21);
|
|
|
|
/* !!! FIXME: */
|
|
/*SDL_SetRenderLogicalSize(screen, background->w, background->h);*/
|
|
|
|
for (i = 1; i < argc; ++i) {
|
|
if (SDL_strcmp(argv[i], "--virtual") == 0) {
|
|
OpenVirtualGamepad();
|
|
}
|
|
if (argv[i] && *argv[i] != '-') {
|
|
gamepad_index = SDL_atoi(argv[i]);
|
|
break;
|
|
}
|
|
}
|
|
if (gamepad_index < num_gamepads) {
|
|
gamepad = gamepads[gamepad_index];
|
|
} else {
|
|
gamepad = NULL;
|
|
}
|
|
UpdateWindowTitle();
|
|
|
|
/* Loop, getting gamepad events! */
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop_arg(loop, NULL, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop(NULL);
|
|
}
|
|
#endif
|
|
|
|
/* Reset trigger state */
|
|
if (trigger_effect != 0) {
|
|
trigger_effect = -1;
|
|
CyclePS5TriggerEffect();
|
|
}
|
|
|
|
CloseVirtualGamepad();
|
|
SDL_DestroyRenderer(screen);
|
|
SDL_DestroyWindow(window);
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
|
|
|
|
return 0;
|
|
}
|