SDL/test/testcontroller.c
Sam Lantinga 787786bdbc testcontroller: memory management cleanup
Also saved the guide button for last in the binding flow, since it may not be present on the controller or available from the OS
2023-07-16 15:57:32 -07:00

1601 lines
58 KiB
C

/*
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program to test the SDL controller routines */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_font.h>
#include "gamepadutils.h"
#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
#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)
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;
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
static GamepadImage *image = NULL;
static GamepadDisplay *gamepad_elements = NULL;
static JoystickDisplay *joystick_elements = NULL;
static GamepadButton *setup_mapping_button = NULL;
static GamepadButton *done_mapping_button = NULL;
static GamepadButton *cancel_button = NULL;
static GamepadButton *clear_button = NULL;
static GamepadButton *copy_button = NULL;
static GamepadButton *paste_button = NULL;
static char *backup_mapping = NULL;
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 Uint64 binding_advance_time = 0;
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 const char *GetSensorName(SDL_SensorType sensor)
{
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()
{
ClearGamepadImage(image);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, 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);
}
static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
{
ClearButtonHighlights();
if (display_mode == CONTROLLER_MODE_TESTING) {
SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down);
} else if (display_mode == CONTROLLER_MODE_BINDING) {
int gamepad_highlight_element;
char *joystick_highlight_element;
gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, 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 SetAndFreeGamepadMapping(char *mapping)
{
SDL_SetGamepadMapping(controller->id, mapping);
SDL_free(mapping);
}
static void SetCurrentBindingElement(int element)
{
int i;
binding_element = element;
binding_advance_time = 0;
for (i = 0; i < controller->num_axes; ++i) {
controller->axis_state[i].m_nFarthestValue = controller->axis_state[i].m_nStartingValue;
}
SetGamepadDisplaySelected(gamepad_elements, element);
}
static void SetNextBindingElement()
{
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,
};
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]);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID);
}
static void CancelBinding(void)
{
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID);
}
static void CommitBindingElement(const char *binding, SDL_bool force)
{
char *mapping;
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) {
SDL_bool ignore_binding = SDL_FALSE;
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) {
return;
}
}
mapping = ClearMappingBinding(mapping, binding);
mapping = SetElementBinding(mapping, binding_element, binding);
SetAndFreeGamepadMapping(mapping);
if (force) {
SetNextBindingElement();
} else {
/* Wait to see if any more bindings come in */
binding_advance_time = SDL_GetTicks() + 30;
}
}
static void ClearBinding(void)
{
CommitBindingElement(NULL, SDL_TRUE);
}
static void SetDisplayMode(ControllerDisplayMode mode)
{
float x, y;
Uint32 button_state;
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);
} else {
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_A);
}
} else {
if (backup_mapping) {
SDL_free(backup_mapping);
backup_mapping = NULL;
}
mapping_controller = 0;
CancelBinding();
}
display_mode = mode;
SetGamepadImageDisplayMode(image, mode);
SetGamepadDisplayDisplayMode(gamepad_elements, mode);
button_state = SDL_GetMouseState(&x, &y);
SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
UpdateButtonHighlights(x, y, button_state ? SDL_TRUE : SDL_FALSE);
}
static void CancelMapping(void)
{
SetAndFreeGamepadMapping(backup_mapping);
backup_mapping = NULL;
SetDisplayMode(CONTROLLER_MODE_TESTING);
}
static void ClearMapping(void)
{
SetAndFreeGamepadMapping(NULL);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID);
}
static void CopyMapping(void)
{
if (controller && controller->mapping) {
SDL_SetClipboardText(controller->mapping);
}
}
static void PasteMapping(void)
{
if (controller) {
char *mapping = SDL_GetClipboardText();
if (MappingHasBindings(mapping)) {
CancelBinding();
SetAndFreeGamepadMapping(mapping);
} else {
/* Not a valid mapping, ignore it */
SDL_free(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";
}
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 "";
}
}
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];
} else {
controller = NULL;
}
}
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);
}
/* 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)
{
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;
}
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);
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 : "");
}
}
if (mapping_controller) {
SetController(mapping_controller);
} else {
SetController(id);
}
/* Update the binding state */
HandleGamepadRemapped(id);
}
static void DelController(SDL_JoystickID id)
{
int i = FindController(id);
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]);
}
if (controllers[i].mapping) {
SDL_free(controllers[i].mapping);
}
if (controllers[i].gamepad) {
SDL_CloseGamepad(controllers[i].gamepad);
}
if (controllers[i].axis_state) {
SDL_free(controllers[i].axis_state);
}
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));
}
if (mapping_controller) {
SetController(mapping_controller);
} else {
SetController(id);
}
}
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;
}
}
if (SDL_GetModState() & SDL_KMOD_SHIFT) {
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;
if (virtual_joystick) {
return;
}
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);
}
}
SDL_free(joysticks);
}
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);
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);
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);
if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
}
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;
}
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);
}
static void DrawGamepadInfo(SDL_Renderer *renderer)
{
const char *name;
const char *serial;
char text[128];
float x, y;
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(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);
}
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;
x = (float)SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text));
SDLTest_DrawString(renderer, x, y, text);
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;
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);
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);
}
}
static void UpdateGamepadEffects(void)
{
if (display_mode != CONTROLLER_MODE_TESTING || !controller->gamepad) {
return;
}
/* 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 {
r = 0;
b = (Uint8)(((int)(x)*255) / 32767);
}
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);
}
}
}
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);
switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
AddController(event.jdevice.which, SDL_TRUE);
break;
case SDL_EVENT_JOYSTICK_REMOVED:
DelController(event.jdevice.which);
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);
}
break;
case SDL_EVENT_GAMEPAD_REMAPPED:
HandleGamepadRemapped(event.gdevice.which);
break;
#ifdef VERBOSE_TOUCHPAD
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 */
#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);
}
}
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);
}
}
#ifdef VERBOSE_BUTTONS
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 */
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);
}
}
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseDown(event.button.x, event.button.y);
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseUp(event.button.x, event.button.y);
}
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);
}
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)) {
CopyMapping();
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
} else {
int gamepad_element;
char *joystick_element;
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
SetCurrentBindingElement(gamepad_element);
}
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);
}
}
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
break;
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? SDL_TRUE : SDL_FALSE);
break;
case SDL_EVENT_KEY_DOWN:
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);
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)) {
CopyMapping();
} else if (event.key.keysym.sym == SDLK_v && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
PasteMapping();
} else if (event.key.keysym.sym == SDLK_x && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
CopyMapping();
ClearMapping();
} else if (event.key.keysym.sym == SDLK_SPACE) {
ClearBinding();
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
if (binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
CancelBinding();
} else {
CancelMapping();
}
}
}
break;
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)) {
SetNextBindingElement();
}
/* 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);
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);
RenderGamepadDisplay(gamepad_elements, controller->gamepad);
RenderJoystickDisplay(joystick_elements, controller->joystick);
if (display_mode == CONTROLLER_MODE_TESTING) {
RenderGamepadButton(setup_mapping_button);
} else if (display_mode == CONTROLLER_MODE_BINDING) {
DrawBindingTips(screen);
RenderGamepadButton(done_mapping_button);
RenderGamepadButton(cancel_button);
RenderGamepadButton(clear_button);
if (controller->has_bindings) {
RenderGamepadButton(copy_button);
}
RenderGamepadButton(paste_button);
}
DrawGamepadInfo(screen);
UpdateGamepadEffects();
} else {
DrawGamepadWaiting(screen);
}
SDL_Delay(16);
SDL_RenderPresent(screen);
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
int i;
float content_scale;
int screen_width, screen_height;
SDL_Rect area;
int gamepad_index = -1;
SDLTest_CommonState *state;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (state == NULL) {
return 1;
}
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 */
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;
}
/* 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");
/* 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) {
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_SetRenderLogicalPresentation(screen, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_LOGICAL_PRESENTATION_LETTERBOX,
SDL_SCALEMODE_LINEAR);
image = CreateGamepadImage(screen);
if (image == NULL) {
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return 2;
}
SetGamepadImagePosition(image, PANEL_WIDTH + PANEL_SPACING, TITLE_HEIGHT);
gamepad_elements = CreateGamepadDisplay(screen);
area.x = 0;
area.y = TITLE_HEIGHT;
area.w = PANEL_WIDTH;
area.h = GAMEPAD_HEIGHT;
SetGamepadDisplayArea(gamepad_elements, &area);
joystick_elements = CreateJoystickDisplay(screen);
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;
area.x = SCREEN_WIDTH / 2 - area.w / 2;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(done_mapping_button, &area);
/* 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);
}
/* Loop, getting gamepad events! */
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(loop, NULL, 0, 1);
#else
while (!done) {
loop(NULL);
}
#endif
CloseVirtualGamepad();
while (num_controllers > 0) {
DelController(controllers[0].id);
}
DestroyGamepadImage(image);
DestroyGamepadDisplay(gamepad_elements);
DestroyJoystickDisplay(joystick_elements);
DestroyGamepadButton(copy_button);
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
SDLTest_CommonDestroyState(state);
return 0;
}