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			686 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			686 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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| /* Simple program to test the SDL game controller routines */
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| 
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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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| 
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| #include "SDL.h"
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten/emscripten.h>
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| #endif
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| 
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| #ifndef SDL_JOYSTICK_DISABLED
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| 
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| #define SCREEN_WIDTH    512
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| #define SCREEN_HEIGHT   320
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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},  /* SDL_CONTROLLER_BUTTON_A */
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|     {431, 132},  /* SDL_CONTROLLER_BUTTON_B */
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|     {342, 132},  /* SDL_CONTROLLER_BUTTON_X */
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|     {389, 101},  /* SDL_CONTROLLER_BUTTON_Y */
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|     {174, 132},  /* SDL_CONTROLLER_BUTTON_BACK */
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|     {232, 128},  /* SDL_CONTROLLER_BUTTON_GUIDE */
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|     {289, 132},  /* SDL_CONTROLLER_BUTTON_START */
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|     {75,  154},  /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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|     {305, 230},  /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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|     {77,  40},   /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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|     {396, 36},   /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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|     {154, 188},  /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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|     {154, 249},  /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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|     {116, 217},  /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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|     {186, 217},  /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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|     {232, 174},  /* SDL_CONTROLLER_BUTTON_MISC1 */
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|     {132, 135},  /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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|     {330, 135},  /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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|     {132, 175},  /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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|     {330, 175},  /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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| };
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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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|     {74,  153, 270.0},  /* LEFTX */
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|     {74,  153,   0.0},  /* LEFTY */
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|     {306, 231, 270.0},  /* RIGHTX */
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|     {306, 231,   0.0},  /* RIGHTY */
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|     {91,  -20,   0.0},  /* TRIGGERLEFT */
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|     {375, -20,   0.0},  /* TRIGGERRIGHT */
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| };
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| 
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| static SDL_Window *window = NULL;
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| static SDL_Renderer *screen = NULL;
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| static SDL_bool retval = SDL_FALSE;
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| static SDL_bool done = SDL_FALSE;
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| static SDL_bool set_LED = SDL_FALSE;
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| static int trigger_effect = 0;
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| static SDL_Texture *background_front, *background_back, *button, *axis;
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| static SDL_GameController *gamecontroller;
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| static SDL_GameController **gamecontrollers;
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| static int num_controllers = 0;
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| 
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| static void UpdateWindowTitle()
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| {
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|     if (!window) {
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|         return;
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|     }
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| 
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|     if (gamecontroller) {
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|         const char *name = SDL_GameControllerName(gamecontroller);
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|         const char *serial = SDL_GameControllerGetSerial(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) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
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|         char *title = (char *)SDL_malloc(titlelen);
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| 
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|         retval = SDL_FALSE;
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|         done = SDL_FALSE;
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| 
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|         if (title) {
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|             SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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|             if (serial) {
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|                 SDL_strlcat(title, " (", titlelen);
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|                 SDL_strlcat(title, serial, titlelen);
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|                 SDL_strlcat(title, ")", titlelen);
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|             }
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|             SDL_SetWindowTitle(window, title);
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|             SDL_free(title);
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|         }
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|     } else {
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|         SDL_SetWindowTitle(window, "Waiting for controller...");
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|     }
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| }
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| 
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| static int FindController(SDL_JoystickID controller_id)
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| {
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|     int i;
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| 
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|     for (i = 0; i < num_controllers; ++i) {
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|         if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) {
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|             return i;
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|         }
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|     }
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|     return -1;
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| }
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| 
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| static void AddController(int device_index, SDL_bool verbose)
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| {
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|     SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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|     SDL_GameController *controller;
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|     SDL_GameController **controllers;
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| 
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|     controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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|     if (controller_id < 0) {
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|         SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError());
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|         return;
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|     }
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| 
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|     if (FindController(controller_id) >= 0) {
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|         /* We already have this controller */
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|         return;
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|     }
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| 
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|     controller = SDL_GameControllerOpen(device_index);
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|     if (!controller) {
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|         SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
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|         return;
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|     }
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| 
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|     controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers));
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|     if (!controllers) {
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|         SDL_GameControllerClose(controller);
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|         return;
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|     }
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| 
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|     controllers[num_controllers++] = controller;
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|     gamecontrollers = controllers;
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|     gamecontroller = controller;
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|     trigger_effect = 0;
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| 
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|     if (verbose) {
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|         const char *name = SDL_GameControllerName(gamecontroller);
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|         SDL_Log("Opened game controller %s\n", name);
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|     }
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| 
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|     if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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|         if (verbose) {
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|             SDL_Log("Enabling accelerometer at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL));
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|         }
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|         SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
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|     }
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| 
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|     if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
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|         if (verbose) {
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|             SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO));
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|         }
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|         SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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|     }
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| 
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|     UpdateWindowTitle();
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| }
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| 
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| static void SetController(SDL_JoystickID controller)
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| {
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|     int i = FindController(controller);
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| 
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|     if (i < 0) {
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|         return;
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|     }
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| 
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|     if (gamecontroller != gamecontrollers[i]) {
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|         gamecontroller = gamecontrollers[i];
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|         UpdateWindowTitle();
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|     }
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| }
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| 
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| static void DelController(SDL_JoystickID controller)
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| {
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|     int i = FindController(controller);
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| 
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|     if (i < 0) {
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|         return;
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|     }
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| 
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|     SDL_GameControllerClose(gamecontrollers[i]);
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| 
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|     --num_controllers;
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|     if (i < num_controllers) {
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|         SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers));
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|     }
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| 
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|     if (num_controllers > 0) {
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|         gamecontroller = gamecontrollers[0];
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|     } else {
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|         gamecontroller = NULL;
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|     }
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|     UpdateWindowTitle();
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| }
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| 
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| static SDL_Texture *
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| LoadTexture(SDL_Renderer *renderer, const 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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| 
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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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|             }
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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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| 
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| static Uint16 ConvertAxisToRumble(Sint16 axis)
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| {
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|     /* Only start rumbling if the axis is past the halfway point */
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|     const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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|     if (axis > half_axis) {
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|         return (Uint16)(axis - half_axis) * 4;
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|     } else {
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|         return 0;
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|     }
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| }
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| 
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| /* PS5 trigger effect documentation:
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|    https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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| */
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| typedef struct
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| {
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|     Uint8 ucEnableBits1;                /* 0 */
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|     Uint8 ucEnableBits2;                /* 1 */
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|     Uint8 ucRumbleRight;                /* 2 */
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|     Uint8 ucRumbleLeft;                 /* 3 */
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|     Uint8 ucHeadphoneVolume;            /* 4 */
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|     Uint8 ucSpeakerVolume;              /* 5 */
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|     Uint8 ucMicrophoneVolume;           /* 6 */
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|     Uint8 ucAudioEnableBits;            /* 7 */
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|     Uint8 ucMicLightMode;               /* 8 */
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|     Uint8 ucAudioMuteBits;              /* 9 */
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|     Uint8 rgucRightTriggerEffect[11];   /* 10 */
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|     Uint8 rgucLeftTriggerEffect[11];    /* 21 */
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|     Uint8 rgucUnknown1[6];              /* 32 */
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|     Uint8 ucLedFlags;                   /* 38 */
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|     Uint8 rgucUnknown2[2];              /* 39 */
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|     Uint8 ucLedAnim;                    /* 41 */
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|     Uint8 ucLedBrightness;              /* 42 */
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|     Uint8 ucPadLights;                  /* 43 */
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|     Uint8 ucLedRed;                     /* 44 */
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|     Uint8 ucLedGreen;                   /* 45 */
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|     Uint8 ucLedBlue;                    /* 46 */
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| } DS5EffectsState_t;
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| 
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| static void CyclePS5TriggerEffect()
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| {
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|     DS5EffectsState_t state;
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| 
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|     Uint8 effects[3][11] =
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|     {
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|         /* Clear trigger effect */
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|         { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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|         /* Constant resistance across entire trigger pull */
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|         { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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|         /* Resistance and vibration when trigger is pulled */
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|         { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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|     };
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| 
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|     trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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| 
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|     SDL_zero(state);
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|     state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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|     SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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|     SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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|     SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
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| }
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| 
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| void
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| loop(void *arg)
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| {
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|     SDL_Event event;
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|     int i;
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|     SDL_bool showing_front = SDL_TRUE;
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| 
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|     /* Update to get the current event state */
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|     SDL_PumpEvents();
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| 
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|     /* Process all currently pending events */
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|     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
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|         switch (event.type) {
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|         case SDL_CONTROLLERDEVICEADDED:
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|             SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
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|             AddController(event.cdevice.which, SDL_TRUE);
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|             break;
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| 
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|         case SDL_CONTROLLERDEVICEREMOVED:
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|             SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
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|             DelController(event.cdevice.which);
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|             break;
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| 
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|         case SDL_CONTROLLERTOUCHPADDOWN:
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|         case SDL_CONTROLLERTOUCHPADMOTION:
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|         case SDL_CONTROLLERTOUCHPADUP:
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|             SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
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|                 event.ctouchpad.which,
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|                 event.ctouchpad.touchpad,
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|                 event.ctouchpad.finger,
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|                 (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
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|                 (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
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|                 "moved to")),
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|                 event.ctouchpad.x,
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|                 event.ctouchpad.y,
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|                 event.ctouchpad.pressure);
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|             break;
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| 
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| #define VERBOSE_SENSORS
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| #ifdef VERBOSE_SENSORS
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|         case SDL_CONTROLLERSENSORUPDATE:
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|             SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n",
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|                 event.csensor.which,
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|                 event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
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|                 event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
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|                 event.csensor.data[0],
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|                 event.csensor.data[1],
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|                 event.csensor.data[2]);
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|             break;
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| #endif /* VERBOSE_SENSORS */
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| 
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| #define VERBOSE_AXES
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| #ifdef VERBOSE_AXES
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|         case SDL_CONTROLLERAXISMOTION:
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|             if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
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|                 SetController(event.caxis.which);
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|             }
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|             SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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|             break;
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| #endif /* VERBOSE_AXES */
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| 
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|         case SDL_CONTROLLERBUTTONDOWN:
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|         case SDL_CONTROLLERBUTTONUP:
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|             if (event.type == SDL_CONTROLLERBUTTONDOWN) {
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|                 SetController(event.cbutton.which);
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|             }
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|             SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
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| 
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|             /* Cycle PS5 trigger effects when the microphone button is pressed */
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|             if (event.type == SDL_CONTROLLERBUTTONDOWN &&
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|                 event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
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|                 SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
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|                 CyclePS5TriggerEffect();
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|             }
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|             break;
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| 
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|         case SDL_KEYDOWN:
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|             if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
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|                 if (gamecontroller) {
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|                     int player_index = (event.key.keysym.sym - SDLK_0);
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| 
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|                     SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
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|                 }
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|                 break;
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|             }
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|             if (event.key.keysym.sym != SDLK_ESCAPE) {
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|                 break;
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|             }
 | |
|             /* Fall through to signal quit */
 | |
|         case SDL_QUIT:
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|             done = SDL_TRUE;
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|             break;
 | |
|         default:
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|             break;
 | |
|         }
 | |
|     }
 | |
| 
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|     if (gamecontroller) {
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|         /* Show the back of the controller if the paddles are being held */
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|         for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
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|             if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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|                 showing_front = SDL_FALSE;
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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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|     /* 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, showing_front ? background_front : background_back, NULL, NULL);
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| 
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|     if (gamecontroller) {
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|         /* Update visual controller state */
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|         for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
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|             if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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|                 SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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|                 if (on_front == showing_front) {
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|                     SDL_Rect dst;
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|                     dst.x = button_positions[i].x;
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|                     dst.y = button_positions[i].y;
 | |
|                     dst.w = 50;
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|                     dst.h = 50;
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|                     SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if (showing_front) {
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|             for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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|                 const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
 | |
|                 const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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|                 if (value < -deadzone) {
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|                     const double angle = axis_positions[i].angle;
 | |
|                     SDL_Rect dst;
 | |
|                     dst.x = axis_positions[i].x;
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|                     dst.y = axis_positions[i].y;
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|                     dst.w = 50;
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|                     dst.h = 50;
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|                     SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
 | |
|                 } else if (value > deadzone) {
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|                     const double angle = axis_positions[i].angle + 180.0;
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|                     SDL_Rect dst;
 | |
|                     dst.x = axis_positions[i].x;
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|                     dst.y = axis_positions[i].y;
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|                     dst.w = 50;
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|                     dst.h = 50;
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|                     SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
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|         /* 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 {
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|                     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_PS4_RUMBLE, "1");
 | |
|     SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
 | |
|     SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "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: */
 |