Hash :
6c25aed4
Author :
Date :
2021-11-27T14:01:18
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695
/*
Copyright (C) 1997-2021 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"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#ifndef SDL_JOYSTICK_DISABLED
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 320
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{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 */
{306, 231, 270.0}, /* RIGHTX */
{306, 231, 0.0}, /* RIGHTY */
{91, -20, 0.0}, /* TRIGGERLEFT */
{375, -20, 0.0}, /* TRIGGERRIGHT */
};
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
static SDL_bool retval = SDL_FALSE;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static int trigger_effect = 0;
static SDL_Texture *background_front, *background_back, *button, *axis;
static SDL_GameController *gamecontroller;
static SDL_GameController **gamecontrollers;
static 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;
trigger_effect = 0;
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 at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL));
}
SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
}
if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
if (verbose) {
SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO));
}
SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
}
if (SDL_GameControllerHasRumble(gamecontroller)) {
SDL_Log("Rumble supported");
}
if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) {
SDL_Log("Trigger rumble supported");
}
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)
{
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);
}
}
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;
}
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;
}
}
/* 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()
{
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 },
};
trigger_effect = (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[trigger_effect], sizeof(effects[trigger_effect]));
SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
}
void
loop(void *arg)
{
SDL_Event event;
int i;
SDL_bool showing_front = SDL_TRUE;
/* Update to get the current event state */
SDL_PumpEvents();
/* Process all currently pending events */
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
switch (event.type) {
case SDL_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 %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
event.ctouchpad.which,
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;
#define VERBOSE_SENSORS
#ifdef VERBOSE_SENSORS
case SDL_CONTROLLERSENSORUPDATE:
SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n",
event.csensor.which,
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;
#endif /* VERBOSE_SENSORS */
#define VERBOSE_AXES
#ifdef VERBOSE_AXES
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 %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
break;
#endif /* VERBOSE_AXES */
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
SetController(event.cbutton.which);
}
SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
/* Cycle PS5 trigger effects when the microphone button is pressed */
if (event.type == SDL_CONTROLLERBUTTONDOWN &&
event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
CyclePS5TriggerEffect();
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (gamecontroller) {
int player_index = (event.key.keysym.sym - SDLK_0);
SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
}
break;
}
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
SDL_FALLTHROUGH;
case SDL_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
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;
}
}
}
/* 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);
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) {
SDL_Rect dst;
dst.x = button_positions[i].x;
dst.y = button_positions[i].y;
dst.w = 50;
dst.h = 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 double angle = axis_positions[i].angle;
SDL_Rect dst;
dst.x = axis_positions[i].x;
dst.y = axis_positions[i].y;
dst.w = 50;
dst.h = 50;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
} else if (value > deadzone) {
const double angle = axis_positions[i].angle + 180.0;
SDL_Rect dst;
dst.x = axis_positions[i].x;
dst.y = axis_positions[i].y;
dst.w = 50;
dst.h = 50;
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);
}
}
if (trigger_effect == 0) {
/* 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);
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int
main(int argc, char *argv[])
{
int i;
int controller_count = 0;
int controller_index = 0;
char guid[64];
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL (Note: video is required to start event loop) */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_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 mappings */
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);
if (mapping) {
SDL_Log("\t%s\n", mapping);
SDL_free(mapping);
}
}
SDL_Log("\n");
}
/* 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)) {
controller_count++;
name = SDL_GameControllerNameForIndex(i);
switch (SDL_GameControllerTypeForIndex(i)) {
case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
description = "Amazon Luna Controller";
break;
case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
description = "Google Stadia Controller";
break;
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
description = "Nintendo Switch Pro Controller";
break;
case SDL_CONTROLLER_TYPE_PS3:
description = "PS3 Controller";
break;
case SDL_CONTROLLER_TYPE_PS4:
description = "PS4 Controller";
break;
case SDL_CONTROLLER_TYPE_PS5:
description = "PS5 Controller";
break;
case SDL_CONTROLLER_TYPE_XBOX360:
description = "XBox 360 Controller";
break;
case SDL_CONTROLLER_TYPE_XBOXONE:
description = "XBox One 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";
}
SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
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", controller_count, SDL_NumJoysticks());
/* 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
/* Reset trigger state */
if (trigger_effect != 0) {
trigger_effect = -1;
CyclePS5TriggerEffect();
}
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
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: */