mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
fcb21aa883
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers Also fixed an issue with the accelerometer on iOS having inverted axes
480 lines
17 KiB
C
480 lines
17 KiB
C
/*
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Copyright (C) 1997-2020 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 game controller routines */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#ifndef SDL_JOYSTICK_DISABLED
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 320
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/* This is indexed by SDL_GameControllerButton. */
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static const struct { int x; int y; } button_positions[] = {
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{387, 167}, /* SDL_CONTROLLER_BUTTON_A */
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{431, 132}, /* SDL_CONTROLLER_BUTTON_B */
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{342, 132}, /* SDL_CONTROLLER_BUTTON_X */
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{389, 101}, /* SDL_CONTROLLER_BUTTON_Y */
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{174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */
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{232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{289, 132}, /* SDL_CONTROLLER_BUTTON_START */
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{75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */
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{132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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{330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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{132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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{330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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};
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/* This is indexed by SDL_GameControllerAxis. */
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static const struct { int x; int y; double angle; } 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_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE;
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SDL_bool set_LED = SDL_FALSE;
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SDL_Texture *background_front, *background_back, *button, *axis;
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SDL_GameController *gamecontroller;
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static SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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} else {
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->BytesPerPixel == 1) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
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}
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}
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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}
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}
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if (temp) {
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SDL_FreeSurface(temp);
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}
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return texture;
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}
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static void
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InitGameController()
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{
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const char *name = SDL_GameControllerName(gamecontroller);
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SDL_Log("Opened game controller %s\n", name);
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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SDL_Log("Enabling accelerometer\n");
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
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SDL_Log("Enabling gyro\n");
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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}
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static void
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UpdateWindowTitle()
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{
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if (gamecontroller) {
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const char *name = SDL_GameControllerName(gamecontroller);
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const char *serial = SDL_GameControllerGetSerial(gamecontroller);
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const char *basetitle = "Game Controller Test: ";
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const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (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_snprintf(title, titlelen, "%s%s", basetitle, name);
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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 controller...");
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}
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}
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static Uint16 ConvertAxisToRumble(Sint16 axis)
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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 (axis > half_axis) {
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return (Uint16)(axis - 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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void
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loop(void *arg)
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{
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SDL_Event event;
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int i;
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SDL_bool showing_front = SDL_TRUE;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_CONTROLLERDEVICEADDED:
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SDL_Log("Game controller device %d added.\n", (int) event.cdevice.which);
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if (!gamecontroller) {
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gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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if (gamecontroller) {
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InitGameController();
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} else {
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SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
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}
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UpdateWindowTitle();
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
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if (gamecontroller && event.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) {
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SDL_GameControllerClose(gamecontroller);
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gamecontroller = SDL_GameControllerOpen(0);
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if (gamecontroller) {
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InitGameController();
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}
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UpdateWindowTitle();
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}
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break;
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case SDL_CONTROLLERTOUCHPADDOWN:
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case SDL_CONTROLLERTOUCHPADMOTION:
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case SDL_CONTROLLERTOUCHPADUP:
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SDL_Log("Controller touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
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event.ctouchpad.touchpad,
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event.ctouchpad.finger,
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(event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
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(event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
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"moved to")),
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event.ctouchpad.x,
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event.ctouchpad.y,
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event.ctouchpad.pressure);
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break;
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case SDL_CONTROLLERSENSORUPDATE:
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SDL_Log("Controller sensor %s: %.2f, %.2f, %.2f\n",
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event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
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event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
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event.csensor.data[0],
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event.csensor.data[1],
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event.csensor.data[2]);
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break;
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case SDL_CONTROLLERAXISMOTION:
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SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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}
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/* Fall through to signal quit */
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case SDL_QUIT:
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done = SDL_TRUE;
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break;
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default:
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break;
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}
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}
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if (gamecontroller) {
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/* Show the back of the controller if the paddles are being held */
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for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)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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/* blank screen, set up for drawing this frame. */
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SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL);
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if (gamecontroller) {
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/* Update visual controller state */
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for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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}
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if (showing_front) {
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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}
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/* Update LED based on left thumbstick position */
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{
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Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
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Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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if (!set_LED) {
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set_LED = (x < -8000 || x > 8000 || y > 8000);
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}
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if (set_LED) {
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Uint8 r, g, b;
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if (x < 0) {
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r = (Uint8)(((int)(~x) * 255) / 32767);
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b = 0;
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} else {
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r = 0;
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b = (Uint8)(((int)(x) * 255) / 32767);
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}
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if (y > 0) {
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g = (Uint8)(((int)(y) * 255) / 32767);
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} else {
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g = 0;
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}
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SDL_GameControllerSetLED(gamecontroller, r, g, b);
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}
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}
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/* Update rumble based on trigger state */
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{
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Uint16 low_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) * 2;
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Uint16 high_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * 2;
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SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
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}
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/* Update trigger rumble based on thumbstick state */
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{
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Sint16 left_y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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Sint16 right_y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
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Uint16 left_rumble = ConvertAxisToRumble(~left_y);
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Uint16 right_rumble = ConvertAxisToRumble(~right_y);
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SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
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}
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}
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SDL_RenderPresent(screen);
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#ifdef __EMSCRIPTEN__
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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int nController = 0;
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char guid[64];
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize SDL (Note: video is required to start event loop) */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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/* Print information about the mappings */
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if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
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SDL_Log("Supported mappings:\n");
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for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
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char *mapping = SDL_GameControllerMappingForIndex(i);
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if (mapping) {
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SDL_Log("\t%s\n", mapping);
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SDL_free(mapping);
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}
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}
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SDL_Log("\n");
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}
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/* Print information about the controller */
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for (i = 0; i < SDL_NumJoysticks(); ++i) {
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const char *name;
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const char *description;
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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guid, sizeof (guid));
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if ( SDL_IsGameController(i) ) {
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nController++;
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name = SDL_GameControllerNameForIndex(i);
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switch (SDL_GameControllerTypeForIndex(i)) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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description = "XBox 360 Controller";
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break;
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case SDL_CONTROLLER_TYPE_XBOXONE:
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description = "XBox One Controller";
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break;
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case SDL_CONTROLLER_TYPE_PS3:
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description = "PS3 Controller";
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break;
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case SDL_CONTROLLER_TYPE_PS4:
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description = "PS4 Controller";
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break;
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
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description = "Nintendo Switch Pro Controller";
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break;
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case SDL_CONTROLLER_TYPE_VIRTUAL:
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description = "Virtual Game Controller";
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break;
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default:
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description = "Game Controller";
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break;
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}
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} else {
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name = SDL_JoystickNameForIndex(i);
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description = "Joystick";
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}
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SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
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description, i, name ? name : "Unknown", guid,
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SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
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}
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SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
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/* Create a window to display controller state */
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window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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return 2;
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}
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screen = SDL_CreateRenderer(window, -1, 0);
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if (screen == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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return 2;
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}
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderPresent(screen);
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/* scale for platforms that don't give you the window size you asked for. */
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
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background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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if (!background_front || !background_back || !button || !axis) {
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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return 2;
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}
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SDL_SetTextureColorMod(button, 10, 255, 21);
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SDL_SetTextureColorMod(axis, 10, 255, 21);
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/* !!! FIXME: */
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/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
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UpdateWindowTitle();
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/* Loop, getting controller events! */
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(loop, NULL, 0, 1);
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#else
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while (!done) {
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loop(NULL);
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}
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#endif
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#else
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
|
|
return 1;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|