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