Skip to content
This repository has been archived by the owner on Feb 11, 2021. It is now read-only.

Latest commit

 

History

History
205 lines (177 loc) · 6.48 KB

testgamecontroller.c

File metadata and controls

205 lines (177 loc) · 6.48 KB
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
/*
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program to test the SDL game controller routines */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#ifdef __IPHONEOS__
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#endif
#define MAX_NUM_AXES 6
#define MAX_NUM_HATS 2
static SDL_bool s_ForceQuit = SDL_FALSE;
static void
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
{
const SDL_Rect area = { x, y, w, h };
SDL_RenderFillRect(r, &area);
}
void
WatchGameController(SDL_GameController * gamecontroller)
{
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
const char *name = NULL;
int done = 0;
SDL_Event event;
int i;
/* Create a window to display controller axis position */
window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) {
fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
return;
}
screen = SDL_CreateRenderer(window, -1, 0);
if (screen == NULL) {
fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return;
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderPresent(screen);
SDL_RaiseWindow(window);
/* Print info about the controller we are watching */
name = SDL_GameControllerName(gamecontroller);
printf("Watching controller %s\n", name ? name : "Unknown Controller");
/* Loop, getting controller events! */
while (!done) {
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_CONTROLLERAXISMOTION:
printf("Controller %d axis %d value: %d\n",
event.caxis.which,
event.caxis.axis, event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
printf("Controller %d button %d down\n",
event.cbutton.which, event.cbutton.button);
break;
case SDL_CONTROLLERBUTTONUP:
printf("Controller %d button %d up\n",
event.cbutton.which, event.cbutton.button);
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
/* Fall through to signal quit */
case SDL_QUIT:
done = 1;
s_ForceQuit = SDL_TRUE;
break;
default:
break;
}
}
/* Update visual controller state */
SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE);
for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, i) == SDL_PRESSED) {
DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32);
}
}
SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) {
/* Draw the X/Y axis */
int x, y;
x = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 0)) + 32768);
x *= SCREEN_WIDTH;
x /= 65535;
if (x < 0) {
x = 0;
} else if (x > (SCREEN_WIDTH - 16)) {
x = SCREEN_WIDTH - 16;
}
y = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 1)) + 32768);
y *= SCREEN_HEIGHT;
y /= 65535;
if (y < 0) {
y = 0;
} else if (y > (SCREEN_HEIGHT - 16)) {
y = SCREEN_HEIGHT - 16;
}
DrawRect(screen, x, y, 16, 16);
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderPresent(screen);
if ( !done )
done = SDL_GameControllerGetAttached( gamecontroller ) == 0;
}
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
}
int
main(int argc, char *argv[])
{
const char *name;
int i;
int nController = 0;
SDL_GameController *gamecontroller;
SDL_SetHint( SDL_HINT_GAMECONTROLLERCONFIG, "341a3608000000000000504944564944,Aferglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" );
/* Initialize SDL (Note: video is required to start event loop) */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Print information about the controller */
for (i = 0; i < SDL_NumJoysticks(); ++i) {
if ( SDL_IsGameController(i) )
{
nController++;
name = SDL_GameControllerNameForIndex(i);
printf("Game Controller %d: %s\n", i, name ? name : "Unknown Controller");
}
}
printf("There are %d game controllers attached\n", nController);
if (argv[1]) {
int nreportederror = 0;
SDL_Event event;
gamecontroller = SDL_GameControllerOpen(atoi(argv[1]));
while ( s_ForceQuit == SDL_FALSE ) {
if (gamecontroller == NULL) {
if ( nreportederror == 0 ) {
printf("Couldn't open joystick %d: %s\n", atoi(argv[1]), SDL_GetError());
nreportederror = 1;
}
} else {
nreportederror = 0;
WatchGameController(gamecontroller);
SDL_GameControllerClose(gamecontroller);
}
gamecontroller = NULL;
SDL_WaitEvent( &event );
if ( event.type == SDL_JOYDEVICEADDED )
gamecontroller = SDL_GameControllerOpen(atoi(argv[1]));
}
}
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER );
return (0);
}