From dec7875a6e23212021e4d9080330a42832dfe02a Mon Sep 17 00:00:00 2001
From: Edward Rudd <urkle@outoforder.cc>
Date: Tue, 15 Jun 2021 01:40:19 +0000
Subject: [PATCH] update SDL soruce to 2.0.14
---
source/test/testgamecontroller.c | 573 +++++++++++++++++++++++++++++++++++++-------------------
1 files changed, 376 insertions(+), 197 deletions(-)
diff --git a/source/test/testgamecontroller.c b/source/test/testgamecontroller.c
index 6ed3105..6522885 100644
--- a/source/test/testgamecontroller.c
+++ b/source/test/testgamecontroller.c
@@ -24,47 +24,187 @@
#ifndef SDL_JOYSTICK_DISABLED
-#ifdef __IPHONEOS__
-#define SCREEN_WIDTH 480
-#define SCREEN_HEIGHT 320
-#else
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 320
-#endif
/* 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 */
+ {387, 167}, /* SDL_CONTROLLER_BUTTON_A */
+ {431, 132}, /* SDL_CONTROLLER_BUTTON_B */
+ {342, 132}, /* SDL_CONTROLLER_BUTTON_X */
+ {389, 101}, /* SDL_CONTROLLER_BUTTON_Y */
+ {174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */
+ {232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */
+ {289, 132}, /* SDL_CONTROLLER_BUTTON_START */
+ {75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
+ {305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
+ {77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
+ {396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
+ {154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
+ {154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
+ {116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
+ {186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
+ {232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */
+ {132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
+ {330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
+ {132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
+ {330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
};
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{74, 153, 270.0}, /* LEFTX */
- {74, 153, 0.0}, /* LEFTY */
+ {74, 153, 0.0}, /* LEFTY */
{306, 231, 270.0}, /* RIGHTX */
- {306, 231, 0.0}, /* RIGHTY */
- {91, -20, 0.0}, /* TRIGGERLEFT */
- {375, -20, 0.0}, /* TRIGGERRIGHT */
+ {306, 231, 0.0}, /* RIGHTY */
+ {91, -20, 0.0}, /* TRIGGERLEFT */
+ {375, -20, 0.0}, /* TRIGGERRIGHT */
};
+SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE;
-SDL_Texture *background, *button, *axis;
+SDL_bool set_LED = SDL_FALSE;
+SDL_Texture *background_front, *background_back, *button, *axis;
+SDL_GameController *gamecontroller;
+SDL_GameController **gamecontrollers;
+int num_controllers = 0;
+
+static void UpdateWindowTitle()
+{
+ if (!window) {
+ return;
+ }
+
+ if (gamecontroller) {
+ const char *name = SDL_GameControllerName(gamecontroller);
+ const char *serial = SDL_GameControllerGetSerial(gamecontroller);
+ const char *basetitle = "Game Controller Test: ";
+ const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
+ char *title = (char *)SDL_malloc(titlelen);
+
+ retval = SDL_FALSE;
+ done = SDL_FALSE;
+
+ if (title) {
+ SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
+ if (serial) {
+ SDL_strlcat(title, " (", titlelen);
+ SDL_strlcat(title, serial, titlelen);
+ SDL_strlcat(title, ")", titlelen);
+ }
+ SDL_SetWindowTitle(window, title);
+ SDL_free(title);
+ }
+ } else {
+ SDL_SetWindowTitle(window, "Waiting for controller...");
+ }
+}
+
+static int FindController(SDL_JoystickID controller_id)
+{
+ int i;
+
+ for (i = 0; i < num_controllers; ++i) {
+ if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+static void AddController(int device_index, SDL_bool verbose)
+{
+ SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
+ SDL_GameController *controller;
+ SDL_GameController **controllers;
+
+ controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
+ if (controller_id < 0) {
+ SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError());
+ return;
+ }
+
+ if (FindController(controller_id) >= 0) {
+ /* We already have this controller */
+ return;
+ }
+
+ controller = SDL_GameControllerOpen(device_index);
+ if (!controller) {
+ SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
+ return;
+ }
+
+ controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers));
+ if (!controllers) {
+ SDL_GameControllerClose(controller);
+ return;
+ }
+
+ controllers[num_controllers++] = controller;
+ gamecontrollers = controllers;
+ gamecontroller = controller;
+
+ if (verbose) {
+ const char *name = SDL_GameControllerName(gamecontroller);
+ SDL_Log("Opened game controller %s\n", name);
+ }
+
+ if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
+ if (verbose) {
+ SDL_Log("Enabling accelerometer\n");
+ }
+ SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
+ }
+
+ if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
+ if (verbose) {
+ SDL_Log("Enabling gyro\n");
+ }
+ SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
+ }
+
+ UpdateWindowTitle();
+}
+
+static void SetController(SDL_JoystickID controller)
+{
+ int i = FindController(controller);
+
+ if (i < 0) {
+ return;
+ }
+
+ if (gamecontroller != gamecontrollers[i]) {
+ gamecontroller = gamecontrollers[i];
+ UpdateWindowTitle();
+ }
+}
+
+static void DelController(SDL_JoystickID controller)
+{
+ int i = FindController(controller);
+
+ if (i < 0) {
+ return;
+ }
+
+ SDL_GameControllerClose(gamecontrollers[i]);
+
+ --num_controllers;
+ if (i < num_controllers) {
+ SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers));
+ }
+
+ if (num_controllers > 0) {
+ gamecontroller = gamecontrollers[0];
+ } else {
+ gamecontroller = NULL;
+ }
+ UpdateWindowTitle();
+}
static SDL_Texture *
LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
@@ -94,27 +234,74 @@
return texture;
}
+static Uint16 ConvertAxisToRumble(Sint16 axis)
+{
+ /* 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 (axis > half_axis) {
+ return (Uint16)(axis - half_axis) * 4;
+ } else {
+ return 0;
+ }
+}
+
void
loop(void *arg)
{
SDL_Event event;
int i;
- SDL_GameController *gamecontroller = (SDL_GameController *)arg;
-
- /* 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);
+ SDL_bool showing_front = SDL_TRUE;
while (SDL_PollEvent(&event)) {
switch (event.type) {
+ case SDL_CONTROLLERDEVICEADDED:
+ SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
+ AddController(event.cdevice.which, SDL_TRUE);
+ break;
+
+ case SDL_CONTROLLERDEVICEREMOVED:
+ SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
+ DelController(event.cdevice.which);
+ break;
+
+ case SDL_CONTROLLERTOUCHPADDOWN:
+ case SDL_CONTROLLERTOUCHPADMOTION:
+ case SDL_CONTROLLERTOUCHPADUP:
+ SDL_Log("Controller touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
+ event.ctouchpad.touchpad,
+ event.ctouchpad.finger,
+ (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
+ (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
+ "moved to")),
+ event.ctouchpad.x,
+ event.ctouchpad.y,
+ event.ctouchpad.pressure);
+ break;
+
+ case SDL_CONTROLLERSENSORUPDATE:
+ SDL_Log("Controller sensor %s: %.2f, %.2f, %.2f\n",
+ event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
+ event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
+ event.csensor.data[0],
+ event.csensor.data[1],
+ event.csensor.data[2]);
+ break;
+
case SDL_CONTROLLERAXISMOTION:
+ if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
+ SetController(event.caxis.which);
+ }
SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
break;
+
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
+ if (event.type == SDL_CONTROLLERBUTTONDOWN) {
+ SetController(event.cbutton.which);
+ }
SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
break;
+
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
@@ -128,41 +315,98 @@
}
}
- /* 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, SDL_FLIP_NONE);
+ if (gamecontroller) {
+ /* Show the back of the controller if the paddles are being held */
+ for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
+ if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
+ showing_front = SDL_FALSE;
+ break;
+ }
}
}
- 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, SDL_FLIP_NONE);
- } 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, SDL_FLIP_NONE);
- }
- }
+ /* blank screen, set up for drawing this frame. */
+ SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
+ SDL_RenderClear(screen);
+ SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL);
- /* Update rumble based on trigger state */
- {
- Uint16 low_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) * 2;
- Uint16 high_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * 2;
- SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
+ if (gamecontroller) {
+ /* Update visual controller state */
+ for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
+ if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
+ SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
+ if (on_front == showing_front) {
+ const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
+ SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
+ }
+ }
+ }
+
+ if (showing_front) {
+ 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, SDL_FLIP_NONE);
+ } 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, SDL_FLIP_NONE);
+ }
+ }
+ }
+
+ /* Update LED based on left thumbstick position */
+ {
+ Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
+ Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_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)(((int)(~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_GameControllerSetLED(gamecontroller, r, g, b);
+ }
+ }
+
+ /* Update rumble based on trigger state */
+ {
+ Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
+ Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
+ Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
+ Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
+ SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
+ }
+
+ /* Update trigger rumble based on thumbstick state */
+ {
+ Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
+ Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
+ Uint16 left_rumble = ConvertAxisToRumble(~left);
+ Uint16 right_rumble = ConvertAxisToRumble(~right);
+
+ SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
+ }
}
SDL_RenderPresent(screen);
-
- if (!SDL_GameControllerGetAttached(gamecontroller)) {
- done = SDL_TRUE;
- retval = SDL_TRUE; /* keep going, wait for reattach. */
- }
#ifdef __EMSCRIPTEN__
if (done) {
@@ -171,92 +415,17 @@
#endif
}
-SDL_bool
-WatchGameController(SDL_GameController * gamecontroller)
-{
- 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_Window *window = NULL;
-
- retval = SDL_FALSE;
- done = SDL_FALSE;
-
- 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);
- SDL_free(title);
- title = NULL;
- 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! */
-#ifdef __EMSCRIPTEN__
- emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
-#else
- while (!done) {
- loop(gamecontroller);
- }
-#endif
-
- SDL_DestroyRenderer(screen);
- screen = NULL;
- background = NULL;
- button = NULL;
- axis = NULL;
- SDL_DestroyWindow(window);
- return retval;
-}
-
int
main(int argc, char *argv[])
{
int i;
- int nController = 0;
- int retcode = 0;
+ int controller_count = 0;
+ int controller_index = 0;
char guid[64];
- SDL_GameController *gamecontroller;
+
+ SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
+ SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
@@ -270,7 +439,7 @@
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
/* Print information about the mappings */
- if (!argv[1]) {
+ if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
SDL_Log("Supported mappings:\n");
for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
char *mapping = SDL_GameControllerMappingForIndex(i);
@@ -290,9 +459,8 @@
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
guid, sizeof (guid));
- if ( SDL_IsGameController(i) )
- {
- nController++;
+ if (SDL_IsGameController(i)) {
+ controller_count++;
name = SDL_GameControllerNameForIndex(i);
switch (SDL_GameControllerTypeForIndex(i)) {
case SDL_CONTROLLER_TYPE_XBOX360:
@@ -310,10 +478,14 @@
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
description = "Nintendo Switch Pro Controller";
break;
+ case SDL_CONTROLLER_TYPE_VIRTUAL:
+ description = "Virtual Game Controller";
+ break;
default:
description = "Game Controller";
break;
}
+ AddController(i, SDL_FALSE);
} else {
name = SDL_JoystickNameForIndex(i);
description = "Joystick";
@@ -322,64 +494,71 @@
description, i, name ? name : "Unknown", guid,
SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
}
- SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
+ SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, 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);
-
- if (gamecontroller != NULL) {
- SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
- }
-
- while (keepGoing) {
- if (gamecontroller == NULL) {
- if (!reportederror) {
- 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);
- if (gamecontroller != NULL) {
- SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
- }
- break;
- }
- }
- }
- }
+ /* Create a window to display controller state */
+ window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
+ SCREEN_HEIGHT, 0);
+ if (window == NULL) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
+ return 2;
}
+ screen = SDL_CreateRenderer(window, -1, 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_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
+
+ background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
+ background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE);
+ button = LoadTexture(screen, "button.bmp", SDL_TRUE);
+ axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
+
+ if (!background_front || !background_back || !button || !axis) {
+ SDL_DestroyRenderer(screen);
+ SDL_DestroyWindow(window);
+ return 2;
+ }
+ SDL_SetTextureColorMod(button, 10, 255, 21);
+ SDL_SetTextureColorMod(axis, 10, 255, 21);
+
+ /* !!! FIXME: */
+ /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
+
+ if (argv[1] && *argv[1] != '-') {
+ controller_index = SDL_atoi(argv[1]);
+ }
+ if (controller_index < num_controllers) {
+ gamecontroller = gamecontrollers[controller_index];
+ } else {
+ gamecontroller = NULL;
+ }
+ UpdateWindowTitle();
+
+ /* Loop, getting controller events! */
+#ifdef __EMSCRIPTEN__
+ emscripten_set_main_loop_arg(loop, NULL, 0, 1);
+#else
+ while (!done) {
+ loop(NULL);
+ }
+#endif
+
+ SDL_DestroyRenderer(screen);
+ SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
- return retcode;
+ return 0;
}
#else
--
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