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1 /*
2   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
3 
4   This software is provided 'as-is', without any express or implied
5   warranty.  In no event will the authors be held liable for any damages
6   arising from the use of this software.
7 
8   Permission is granted to anyone to use this software for any purpose,
9   including commercial applications, and to alter it and redistribute it
10   freely.
11 */
12 
13 /* Simple program to test the SDL game controller routines */
14 
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <string.h>
18 
19 #include "SDL.h"
20 
21 #ifdef __EMSCRIPTEN__
22 #include <emscripten/emscripten.h>
23 #endif
24 
25 #ifndef SDL_JOYSTICK_DISABLED
26 
27 #ifdef __IPHONEOS__
28 #define SCREEN_WIDTH    480
29 #define SCREEN_HEIGHT    320
30 #else
31 #define SCREEN_WIDTH    512
32 #define SCREEN_HEIGHT   320
33 #endif
34 
35 /* This is indexed by SDL_GameControllerButton. */
36 static const struct { int x; int y; } button_positions[] = {
37     {387, 167},  /* A */
38     {431, 132},  /* B */
39     {342, 132},  /* X */
40     {389, 101},  /* Y */
41     {174, 132},  /* BACK */
42     {233, 132},  /* GUIDE */
43     {289, 132},  /* START */
44     {75,  154},  /* LEFTSTICK */
45     {305, 230},  /* RIGHTSTICK */
46     {77,  40},   /* LEFTSHOULDER */
47     {396, 36},   /* RIGHTSHOULDER */
48     {154, 188},  /* DPAD_UP */
49     {154, 249},  /* DPAD_DOWN */
50     {116, 217},  /* DPAD_LEFT */
51     {186, 217},  /* DPAD_RIGHT */
52 };
53 
54 /* This is indexed by SDL_GameControllerAxis. */
55 static const struct { int x; int y; double angle; } axis_positions[] = {
56     {75,  154, 0.0},  /* LEFTX */
57     {75,  154, 90.0},  /* LEFTY */
58     {305, 230, 0.0},  /* RIGHTX */
59     {305, 230, 90.0},  /* RIGHTY */
60     {91, 0, 90.0},     /* TRIGGERLEFT */
61     {375, 0, 90.0},    /* TRIGGERRIGHT */
62 };
63 
64 SDL_Renderer *screen = NULL;
65 SDL_bool retval = SDL_FALSE;
66 SDL_bool done = SDL_FALSE;
67 SDL_Texture *background, *button, *axis;
68 
69 static SDL_Texture *
LoadTexture(SDL_Renderer * renderer,const char * file,SDL_bool transparent)70 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
71 {
72     SDL_Surface *temp = NULL;
73     SDL_Texture *texture = NULL;
74 
75     temp = SDL_LoadBMP(file);
76     if (temp == NULL) {
77         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
78     } else {
79         /* Set transparent pixel as the pixel at (0,0) */
80         if (transparent) {
81             if (temp->format->BytesPerPixel == 1) {
82                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
83             } else {
84                 SDL_assert(!temp->format->palette);
85                 SDL_assert(temp->format->BitsPerPixel == 24);
86                 SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
87             }
88         }
89 
90         texture = SDL_CreateTextureFromSurface(renderer, temp);
91         if (!texture) {
92             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
93         }
94     }
95     if (temp) {
96         SDL_FreeSurface(temp);
97     }
98     return texture;
99 }
100 
101 void
loop(void * arg)102 loop(void *arg)
103 {
104     SDL_Event event;
105     int i;
106     SDL_GameController *gamecontroller = (SDL_GameController *)arg;
107 
108     /* blank screen, set up for drawing this frame. */
109     SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
110     SDL_RenderClear(screen);
111     SDL_RenderCopy(screen, background, NULL, NULL);
112 
113     while (SDL_PollEvent(&event)) {
114         switch (event.type) {
115         case SDL_KEYDOWN:
116             if (event.key.keysym.sym != SDLK_ESCAPE) {
117                 break;
118             }
119             /* Fall through to signal quit */
120         case SDL_QUIT:
121             done = SDL_TRUE;
122             break;
123         default:
124             break;
125         }
126     }
127 
128     /* Update visual controller state */
129     for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
130         if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
131             const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
132             SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
133         }
134     }
135 
136     for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
137         const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
138         const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
139         if (value < -deadzone) {
140             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
141             const double angle = axis_positions[i].angle;
142             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
143         } else if (value > deadzone) {
144             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
145             const double angle = axis_positions[i].angle + 180.0;
146             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
147         }
148     }
149 
150     SDL_RenderPresent(screen);
151 
152     if (!SDL_GameControllerGetAttached(gamecontroller)) {
153         done = SDL_TRUE;
154         retval = SDL_TRUE;  /* keep going, wait for reattach. */
155     }
156 
157 #ifdef __EMSCRIPTEN__
158     if (done) {
159         emscripten_cancel_main_loop();
160     }
161 #endif
162 }
163 
164 SDL_bool
WatchGameController(SDL_GameController * gamecontroller)165 WatchGameController(SDL_GameController * gamecontroller)
166 {
167     const char *name = SDL_GameControllerName(gamecontroller);
168     const char *basetitle = "Game Controller Test: ";
169     const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
170     char *title = (char *)SDL_malloc(titlelen);
171     SDL_Window *window = NULL;
172 
173     retval = SDL_FALSE;
174     done = SDL_FALSE;
175 
176     if (title) {
177         SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
178     }
179 
180     /* Create a window to display controller state */
181     window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
182                               SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
183                               SCREEN_HEIGHT, 0);
184     SDL_free(title);
185     title = NULL;
186     if (window == NULL) {
187         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
188         return SDL_FALSE;
189     }
190 
191     screen = SDL_CreateRenderer(window, -1, 0);
192     if (screen == NULL) {
193         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
194         SDL_DestroyWindow(window);
195         return SDL_FALSE;
196     }
197 
198     SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
199     SDL_RenderClear(screen);
200     SDL_RenderPresent(screen);
201     SDL_RaiseWindow(window);
202 
203     /* scale for platforms that don't give you the window size you asked for. */
204     SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
205 
206     background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
207     button = LoadTexture(screen, "button.bmp", SDL_TRUE);
208     axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
209 
210     if (!background || !button || !axis) {
211         SDL_DestroyRenderer(screen);
212         SDL_DestroyWindow(window);
213         return SDL_FALSE;
214     }
215     SDL_SetTextureColorMod(button, 10, 255, 21);
216     SDL_SetTextureColorMod(axis, 10, 255, 21);
217 
218     /* !!! FIXME: */
219     /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
220 
221     /* Print info about the controller we are watching */
222     SDL_Log("Watching controller %s\n",  name ? name : "Unknown Controller");
223 
224     /* Loop, getting controller events! */
225 #ifdef __EMSCRIPTEN__
226     emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
227 #else
228     while (!done) {
229         loop(gamecontroller);
230     }
231 #endif
232 
233     SDL_DestroyRenderer(screen);
234     screen = NULL;
235     background = NULL;
236     button = NULL;
237     axis = NULL;
238     SDL_DestroyWindow(window);
239     return retval;
240 }
241 
242 int
main(int argc,char * argv[])243 main(int argc, char *argv[])
244 {
245     int i;
246     int nController = 0;
247     int retcode = 0;
248     char guid[64];
249     SDL_GameController *gamecontroller;
250 
251     /* Enable standard application logging */
252     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
253 
254     /* Initialize SDL (Note: video is required to start event loop) */
255     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
256         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
257         return 1;
258     }
259 
260     SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
261 
262     /* Print information about the controller */
263     for (i = 0; i < SDL_NumJoysticks(); ++i) {
264         const char *name;
265         const char *description;
266 
267         SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
268                                   guid, sizeof (guid));
269 
270         if ( SDL_IsGameController(i) )
271         {
272             nController++;
273             name = SDL_GameControllerNameForIndex(i);
274             description = "Controller";
275         } else {
276             name = SDL_JoystickNameForIndex(i);
277             description = "Joystick";
278         }
279         SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
280     }
281     SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
282 
283     if (argv[1]) {
284         SDL_bool reportederror = SDL_FALSE;
285         SDL_bool keepGoing = SDL_TRUE;
286         SDL_Event event;
287         int device = atoi(argv[1]);
288         if (device >= SDL_NumJoysticks()) {
289             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
290             retcode = 1;
291         } else {
292             SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
293                                       guid, sizeof (guid));
294             SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
295             gamecontroller = SDL_GameControllerOpen(device);
296 
297             if (gamecontroller != NULL) {
298                 SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
299             }
300 
301             while (keepGoing) {
302                 if (gamecontroller == NULL) {
303                     if (!reportederror) {
304                         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
305                         retcode = 1;
306                         keepGoing = SDL_FALSE;
307                         reportederror = SDL_TRUE;
308                     }
309                 } else {
310                     reportederror = SDL_FALSE;
311                     keepGoing = WatchGameController(gamecontroller);
312                     SDL_GameControllerClose(gamecontroller);
313                 }
314 
315                 gamecontroller = NULL;
316                 if (keepGoing) {
317                     SDL_Log("Waiting for attach\n");
318                 }
319                 while (keepGoing) {
320                     SDL_WaitEvent(&event);
321                     if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
322                         || (event.type == SDL_MOUSEBUTTONDOWN)) {
323                         keepGoing = SDL_FALSE;
324                     } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
325                         gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
326                         if (gamecontroller != NULL) {
327                             SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
328                         }
329                         break;
330                     }
331                 }
332             }
333         }
334     }
335 
336     SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
337 
338     return retcode;
339 }
340 
341 #else
342 
343 int
main(int argc,char * argv[])344 main(int argc, char *argv[])
345 {
346     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
347     exit(1);
348 }
349 
350 #endif
351