sdl2_frt/test/testgamecontroller.c

358 lines
12 KiB
C

/*
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program to test the SDL game controller routines */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#ifndef SDL_JOYSTICK_DISABLED
#ifdef __IPHONEOS__
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 317
#endif
static const char *
ControllerAxisName(const SDL_GameControllerAxis axis)
{
switch (axis)
{
#define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
AXIS_CASE(INVALID);
AXIS_CASE(LEFTX);
AXIS_CASE(LEFTY);
AXIS_CASE(RIGHTX);
AXIS_CASE(RIGHTY);
AXIS_CASE(TRIGGERLEFT);
AXIS_CASE(TRIGGERRIGHT);
#undef AXIS_CASE
default: return "???";
}
}
static const char *
ControllerButtonName(const SDL_GameControllerButton button)
{
switch (button)
{
#define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
BUTTON_CASE(INVALID);
BUTTON_CASE(A);
BUTTON_CASE(B);
BUTTON_CASE(X);
BUTTON_CASE(Y);
BUTTON_CASE(BACK);
BUTTON_CASE(GUIDE);
BUTTON_CASE(START);
BUTTON_CASE(LEFTSTICK);
BUTTON_CASE(RIGHTSTICK);
BUTTON_CASE(LEFTSHOULDER);
BUTTON_CASE(RIGHTSHOULDER);
BUTTON_CASE(DPAD_UP);
BUTTON_CASE(DPAD_DOWN);
BUTTON_CASE(DPAD_LEFT);
BUTTON_CASE(DPAD_RIGHT);
#undef BUTTON_CASE
default: return "???";
}
}
static SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
SDL_Surface *temp = NULL;
SDL_Texture *texture = NULL;
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
} else {
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
if (temp->format->BytesPerPixel == 1) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
} else {
SDL_assert(!temp->format->palette);
SDL_assert(temp->format->BitsPerPixel == 24);
SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
}
}
texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
}
}
if (temp) {
SDL_FreeSurface(temp);
}
return texture;
}
SDL_bool
WatchGameController(SDL_GameController * gamecontroller)
{
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* A */
{431, 132}, /* B */
{342, 132}, /* X */
{389, 101}, /* Y */
{174, 132}, /* BACK */
{233, 132}, /* GUIDE */
{289, 132}, /* START */
{75, 154}, /* LEFTSTICK */
{305, 230}, /* RIGHTSTICK */
{77, 40}, /* LEFTSHOULDER */
{396, 36}, /* RIGHTSHOULDER */
{154, 188}, /* DPAD_UP */
{154, 249}, /* DPAD_DOWN */
{116, 217}, /* DPAD_LEFT */
{186, 217}, /* DPAD_RIGHT */
};
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
};
const char *name = SDL_GameControllerName(gamecontroller);
const char *basetitle = "Game Controller Test: ";
const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
char *title = (char *)SDL_malloc(titlelen);
SDL_Texture *background, *button, *axis;
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE;
SDL_Event event;
int i;
if (title) {
SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
}
/* Create a window to display controller state */
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, 0);
if (window == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return SDL_FALSE;
}
screen = SDL_CreateRenderer(window, -1, 0);
if (screen == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return SDL_FALSE;
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderPresent(screen);
SDL_RaiseWindow(window);
/* scale for platforms that don't give you the window size you asked for. */
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
if (!background || !button || !axis) {
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return SDL_FALSE;
}
SDL_SetTextureColorMod(button, 10, 255, 21);
SDL_SetTextureColorMod(axis, 10, 255, 21);
/* !!! FIXME: */
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
/* Print info about the controller we are watching */
SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
/* Loop, getting controller events! */
while (!done) {
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL);
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
/* Fall through to signal quit */
case SDL_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
/* Update visual controller state */
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
}
}
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
if (value < -deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
} else if (value > deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle + 180.0;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
}
}
SDL_RenderPresent(screen);
if (!SDL_GameControllerGetAttached(gamecontroller)) {
done = SDL_TRUE;
retval = SDL_TRUE; /* keep going, wait for reattach. */
}
}
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return retval;
}
int
main(int argc, char *argv[])
{
int i;
int nController = 0;
int retcode = 0;
char guid[64];
SDL_GameController *gamecontroller;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL (Note: video is required to start event loop) */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
/* Print information about the controller */
for (i = 0; i < SDL_NumJoysticks(); ++i) {
const char *name;
const char *description;
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
guid, sizeof (guid));
if ( SDL_IsGameController(i) )
{
nController++;
name = SDL_GameControllerNameForIndex(i);
description = "Controller";
} else {
name = SDL_JoystickNameForIndex(i);
description = "Joystick";
}
SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
}
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
if (argv[1]) {
SDL_bool reportederror = SDL_FALSE;
SDL_bool keepGoing = SDL_TRUE;
SDL_Event event;
int device = atoi(argv[1]);
if (device >= SDL_NumJoysticks()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
retcode = 1;
} else {
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
guid, sizeof (guid));
SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
gamecontroller = SDL_GameControllerOpen(device);
while (keepGoing) {
if (gamecontroller == NULL) {
if (!reportederror) {
if (gamecontroller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
retcode = 1;
}
keepGoing = SDL_FALSE;
reportederror = SDL_TRUE;
}
} else {
reportederror = SDL_FALSE;
keepGoing = WatchGameController(gamecontroller);
SDL_GameControllerClose(gamecontroller);
}
gamecontroller = NULL;
if (keepGoing) {
SDL_Log("Waiting for attach\n");
}
while (keepGoing) {
SDL_WaitEvent(&event);
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
keepGoing = SDL_FALSE;
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
break;
}
}
}
}
}
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
return retcode;
}
#else
int
main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
exit(1);
}
#endif