mirror of
https://github.com/Ryujinx/SDL.git
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70438be272
WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
313 lines
11 KiB
C
313 lines
11 KiB
C
/*
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program to test the SDL game controller routines */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#ifndef SDL_JOYSTICK_DISABLED
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 317
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#endif
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static SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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} else {
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->BytesPerPixel == 1) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
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} else {
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SDL_assert(!temp->format->palette);
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SDL_assert(temp->format->BitsPerPixel == 24);
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SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
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}
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}
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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}
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}
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if (temp) {
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SDL_FreeSurface(temp);
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}
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return texture;
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}
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SDL_bool
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WatchGameController(SDL_GameController * gamecontroller)
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{
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/* This is indexed by SDL_GameControllerButton. */
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static const struct { int x; int y; } button_positions[] = {
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{387, 167}, /* A */
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{431, 132}, /* B */
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{342, 132}, /* X */
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{389, 101}, /* Y */
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{174, 132}, /* BACK */
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{233, 132}, /* GUIDE */
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{289, 132}, /* START */
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{75, 154}, /* LEFTSTICK */
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{305, 230}, /* RIGHTSTICK */
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{77, 40}, /* LEFTSHOULDER */
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{396, 36}, /* RIGHTSHOULDER */
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{154, 188}, /* DPAD_UP */
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{154, 249}, /* DPAD_DOWN */
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{116, 217}, /* DPAD_LEFT */
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{186, 217}, /* DPAD_RIGHT */
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};
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/* This is indexed by SDL_GameControllerAxis. */
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static const struct { int x; int y; double angle; } axis_positions[] = {
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{75, 154, 0.0}, /* LEFTX */
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{75, 154, 90.0}, /* LEFTY */
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{305, 230, 0.0}, /* RIGHTX */
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{305, 230, 90.0}, /* RIGHTY */
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{91, 0, 90.0}, /* TRIGGERLEFT */
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{375, 0, 90.0}, /* TRIGGERRIGHT */
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};
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const char *name = SDL_GameControllerName(gamecontroller);
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const char *basetitle = "Game Controller Test: ";
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const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
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char *title = (char *)SDL_malloc(titlelen);
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SDL_Texture *background, *button, *axis;
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE;
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SDL_Event event;
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int i;
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if (title) {
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SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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}
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/* Create a window to display controller state */
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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return SDL_FALSE;
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}
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screen = SDL_CreateRenderer(window, -1, 0);
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if (screen == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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return SDL_FALSE;
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}
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderPresent(screen);
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SDL_RaiseWindow(window);
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/* scale for platforms that don't give you the window size you asked for. */
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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if (!background || !button || !axis) {
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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return SDL_FALSE;
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}
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SDL_SetTextureColorMod(button, 10, 255, 21);
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SDL_SetTextureColorMod(axis, 10, 255, 21);
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/* !!! FIXME: */
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/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
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/* Print info about the controller we are watching */
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SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
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/* Loop, getting controller events! */
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while (!done) {
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/* blank screen, set up for drawing this frame. */
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SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, background, NULL, NULL);
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_KEYDOWN:
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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}
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/* Fall through to signal quit */
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case SDL_QUIT:
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done = SDL_TRUE;
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break;
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default:
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break;
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}
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}
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/* Update visual controller state */
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
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}
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}
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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}
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}
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SDL_RenderPresent(screen);
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if (!SDL_GameControllerGetAttached(gamecontroller)) {
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done = SDL_TRUE;
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retval = SDL_TRUE; /* keep going, wait for reattach. */
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}
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}
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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return retval;
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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int nController = 0;
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int retcode = 0;
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char guid[64];
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SDL_GameController *gamecontroller;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize SDL (Note: video is required to start event loop) */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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/* Print information about the controller */
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for (i = 0; i < SDL_NumJoysticks(); ++i) {
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const char *name;
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const char *description;
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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guid, sizeof (guid));
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if ( SDL_IsGameController(i) )
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{
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nController++;
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name = SDL_GameControllerNameForIndex(i);
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description = "Controller";
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} else {
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name = SDL_JoystickNameForIndex(i);
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description = "Joystick";
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}
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SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
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}
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SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
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if (argv[1]) {
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SDL_bool reportederror = SDL_FALSE;
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SDL_bool keepGoing = SDL_TRUE;
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SDL_Event event;
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int device = atoi(argv[1]);
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if (device >= SDL_NumJoysticks()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
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retcode = 1;
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} else {
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
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guid, sizeof (guid));
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SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
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gamecontroller = SDL_GameControllerOpen(device);
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while (keepGoing) {
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if (gamecontroller == NULL) {
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if (!reportederror) {
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if (gamecontroller == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
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retcode = 1;
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}
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keepGoing = SDL_FALSE;
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reportederror = SDL_TRUE;
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}
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} else {
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reportederror = SDL_FALSE;
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keepGoing = WatchGameController(gamecontroller);
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SDL_GameControllerClose(gamecontroller);
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}
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gamecontroller = NULL;
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if (keepGoing) {
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SDL_Log("Waiting for attach\n");
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}
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while (keepGoing) {
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SDL_WaitEvent(&event);
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if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
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|| (event.type == SDL_MOUSEBUTTONDOWN)) {
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keepGoing = SDL_FALSE;
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} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
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gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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break;
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}
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}
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}
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}
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}
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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return retcode;
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}
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#else
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int
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main(int argc, char *argv[])
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
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exit(1);
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}
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#endif
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