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kc3-lang/SDL/test/testgamecontroller.c

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  • Author : Sam Lantinga
    Date : 2013-12-23 15:55:08
    Hash : 112f60a4
    Message : Changed testgamecontroller to wait for controllers to be reattached, the way testjoystick does.

  • test/testgamecontroller.c
  • /*
      Copyright (C) 1997-2013 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    640
    #define SCREEN_HEIGHT    480
    #endif
    
    #define MAX_NUM_AXES 6
    #define MAX_NUM_HATS 2
    
    static void
    DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
    {
        const SDL_Rect area = { x, y, w, h };
        SDL_RenderFillRect(r, &area);
    }
    
    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 "???";
        }
    }
    
    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;
        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 axis position */
        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);
    
        /* 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, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
            SDL_RenderClear(screen);
    
            while (SDL_PollEvent(&event)) {
                switch (event.type) {
                case SDL_CONTROLLERAXISMOTION:
                    SDL_Log("Controller %d axis %d ('%s') value: %d\n",
                           event.caxis.which,
                           event.caxis.axis,
                           ControllerAxisName((SDL_GameControllerAxis)event.caxis.axis),
                           event.caxis.value);
                    break;
                case SDL_CONTROLLERBUTTONDOWN:
                    SDL_Log("Controller %d button %d ('%s') down\n",
                           event.cbutton.which, event.cbutton.button,
                           ControllerButtonName((SDL_GameControllerButton)event.cbutton.button));
                    break;
                case SDL_CONTROLLERBUTTONUP:
                    SDL_Log("Controller %d button %d ('%s') up\n",
                           event.cbutton.which, event.cbutton.button,
                           ControllerButtonName((SDL_GameControllerButton)event.cbutton.button));
                    break;
                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 */
            SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE);
            for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) {
                if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
                    DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32);
                }
            }
    
            SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
            for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) {
                /* Draw the X/Y axis */
                int x, y;
                x = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i * 2 + 0))) + 32768);
                x *= SCREEN_WIDTH;
                x /= 65535;
                if (x < 0) {
                    x = 0;
                } else if (x > (SCREEN_WIDTH - 16)) {
                    x = SCREEN_WIDTH - 16;
                }
                y = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i * 2 + 1))) + 32768);
                y *= SCREEN_HEIGHT;
                y /= 65535;
                if (y < 0) {
                    y = 0;
                } else if (y > (SCREEN_HEIGHT - 16)) {
                    y = SCREEN_HEIGHT - 16;
                }
    
                DrawRect(screen, x, y, 16, 16);
            }
    
            SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0xFF, SDL_ALPHA_OPAQUE);
    
            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