test/testgamecontroller.c
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Fri, 04 Apr 2014 23:56:15 +0200
changeset 8692 715d401184a2
parent 8687 1d2ca48523a7
child 9102 a22458d5eed9
permissions -rw-r--r--
Removed unused variable from test program.
     1 /*
     2   Copyright (C) 1997-2014 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 #ifndef SDL_JOYSTICK_DISABLED
    22 
    23 #ifdef __IPHONEOS__
    24 #define SCREEN_WIDTH    320
    25 #define SCREEN_HEIGHT    480
    26 #else
    27 #define SCREEN_WIDTH    512
    28 #define SCREEN_HEIGHT   317
    29 #endif
    30 
    31 static const char *
    32 ControllerAxisName(const SDL_GameControllerAxis axis)
    33 {
    34     switch (axis)
    35     {
    36         #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
    37         AXIS_CASE(INVALID);
    38         AXIS_CASE(LEFTX);
    39         AXIS_CASE(LEFTY);
    40         AXIS_CASE(RIGHTX);
    41         AXIS_CASE(RIGHTY);
    42         AXIS_CASE(TRIGGERLEFT);
    43         AXIS_CASE(TRIGGERRIGHT);
    44         #undef AXIS_CASE
    45         default: return "???";
    46     }
    47 }
    48 
    49 static const char *
    50 ControllerButtonName(const SDL_GameControllerButton button)
    51 {
    52     switch (button)
    53     {
    54         #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
    55         BUTTON_CASE(INVALID);
    56         BUTTON_CASE(A);
    57         BUTTON_CASE(B);
    58         BUTTON_CASE(X);
    59         BUTTON_CASE(Y);
    60         BUTTON_CASE(BACK);
    61         BUTTON_CASE(GUIDE);
    62         BUTTON_CASE(START);
    63         BUTTON_CASE(LEFTSTICK);
    64         BUTTON_CASE(RIGHTSTICK);
    65         BUTTON_CASE(LEFTSHOULDER);
    66         BUTTON_CASE(RIGHTSHOULDER);
    67         BUTTON_CASE(DPAD_UP);
    68         BUTTON_CASE(DPAD_DOWN);
    69         BUTTON_CASE(DPAD_LEFT);
    70         BUTTON_CASE(DPAD_RIGHT);
    71         #undef BUTTON_CASE
    72         default: return "???";
    73     }
    74 }
    75 
    76 static SDL_Texture *
    77 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    78 {
    79     SDL_Surface *temp = NULL;
    80     SDL_Texture *texture = NULL;
    81 
    82     temp = SDL_LoadBMP(file);
    83     if (temp == NULL) {
    84         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    85     } else {
    86         /* Set transparent pixel as the pixel at (0,0) */
    87         if (transparent) {
    88             if (temp->format->BytesPerPixel == 1) {
    89                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
    90             } else {
    91                 SDL_assert(!temp->format->palette);
    92                 SDL_assert(temp->format->BitsPerPixel == 24);
    93                 SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
    94             }
    95         }
    96 
    97         texture = SDL_CreateTextureFromSurface(renderer, temp);
    98         if (!texture) {
    99             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
   100         }
   101     }
   102     if (temp) {
   103         SDL_FreeSurface(temp);
   104     }
   105     return texture;
   106 }
   107 
   108 SDL_bool
   109 WatchGameController(SDL_GameController * gamecontroller)
   110 {
   111     /* This is indexed by SDL_GameControllerButton. */
   112     static const struct { int x; int y; } button_positions[] = {
   113         {387, 167},  /* A */
   114         {431, 132},  /* B */
   115         {342, 132},  /* X */
   116         {389, 101},  /* Y */
   117         {174, 132},  /* BACK */
   118         {233, 132},  /* GUIDE */
   119         {289, 132},  /* START */
   120         {75,  154},  /* LEFTSTICK */
   121         {305, 230},  /* RIGHTSTICK */
   122         {77,  40},   /* LEFTSHOULDER */
   123         {396, 36},   /* RIGHTSHOULDER */
   124         {154, 188},  /* DPAD_UP */
   125         {154, 249},  /* DPAD_DOWN */
   126         {116, 217},  /* DPAD_LEFT */
   127         {186, 217},  /* DPAD_RIGHT */
   128     };
   129 
   130     /* This is indexed by SDL_GameControllerAxis. */
   131     static const struct { int x; int y; double angle; } axis_positions[] = {
   132         {75,  154, 0.0},  /* LEFTX */
   133         {75,  154, 90.0},  /* LEFTY */
   134         {305, 230, 0.0},  /* RIGHTX */
   135         {305, 230, 90.0},  /* RIGHTY */
   136         {91, 0, 90.0},     /* TRIGGERLEFT */
   137         {375, 0, 90.0},    /* TRIGGERRIGHT */
   138     };
   139 
   140     const char *name = SDL_GameControllerName(gamecontroller);
   141     const char *basetitle = "Game Controller Test: ";
   142     const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
   143     char *title = (char *)SDL_malloc(titlelen);
   144     SDL_Texture *background, *button, *axis;
   145     SDL_Window *window = NULL;
   146     SDL_Renderer *screen = NULL;
   147     SDL_bool retval = SDL_FALSE;
   148     SDL_bool done = SDL_FALSE;
   149     SDL_Event event;
   150     int i;
   151 
   152     if (title) {
   153         SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
   154     }
   155 
   156     /* Create a window to display controller state */
   157     window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
   158                               SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
   159                               SCREEN_HEIGHT, 0);
   160     if (window == NULL) {
   161         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
   162         return SDL_FALSE;
   163     }
   164 
   165     screen = SDL_CreateRenderer(window, -1, 0);
   166     if (screen == NULL) {
   167         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
   168         SDL_DestroyWindow(window);
   169         return SDL_FALSE;
   170     }
   171 
   172     SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
   173     SDL_RenderClear(screen);
   174     SDL_RenderPresent(screen);
   175     SDL_RaiseWindow(window);
   176 
   177     /* scale for platforms that don't give you the window size you asked for. */
   178     SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
   179 
   180     background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
   181     button = LoadTexture(screen, "button.bmp", SDL_TRUE);
   182     axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
   183 
   184     if (!background || !button || !axis) {
   185         SDL_DestroyRenderer(screen);
   186         SDL_DestroyWindow(window);
   187         return SDL_FALSE;
   188     }
   189     SDL_SetTextureColorMod(button, 10, 255, 21);
   190     SDL_SetTextureColorMod(axis, 10, 255, 21);
   191 
   192     /* !!! FIXME: */
   193     /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
   194 
   195     /* Print info about the controller we are watching */
   196     SDL_Log("Watching controller %s\n",  name ? name : "Unknown Controller");
   197 
   198     /* Loop, getting controller events! */
   199     while (!done) {
   200         /* blank screen, set up for drawing this frame. */
   201         SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
   202         SDL_RenderClear(screen);
   203         SDL_RenderCopy(screen, background, NULL, NULL);
   204 
   205         while (SDL_PollEvent(&event)) {
   206             switch (event.type) {
   207             case SDL_KEYDOWN:
   208                 if (event.key.keysym.sym != SDLK_ESCAPE) {
   209                     break;
   210                 }
   211                 /* Fall through to signal quit */
   212             case SDL_QUIT:
   213                 done = SDL_TRUE;
   214                 break;
   215             default:
   216                 break;
   217             }
   218         }
   219 
   220         /* Update visual controller state */
   221         for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
   222             if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
   223                 const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
   224                 SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
   225             }
   226         }
   227 
   228         for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
   229             const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
   230             const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
   231             if (value < -deadzone) {
   232                 const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
   233                 const double angle = axis_positions[i].angle;
   234                 SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
   235             } else if (value > deadzone) {
   236                 const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
   237                 const double angle = axis_positions[i].angle + 180.0;
   238                 SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
   239             }
   240         }
   241 
   242         SDL_RenderPresent(screen);
   243 
   244         if (!SDL_GameControllerGetAttached(gamecontroller)) {
   245             done = SDL_TRUE;
   246             retval = SDL_TRUE;  /* keep going, wait for reattach. */
   247         }
   248     }
   249 
   250     SDL_DestroyRenderer(screen);
   251     SDL_DestroyWindow(window);
   252     return retval;
   253 }
   254 
   255 int
   256 main(int argc, char *argv[])
   257 {
   258     int i;
   259     int nController = 0;
   260     int retcode = 0;
   261     char guid[64];
   262     SDL_GameController *gamecontroller;
   263 
   264     /* Enable standard application logging */
   265 	SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   266 
   267     /* Initialize SDL (Note: video is required to start event loop) */
   268     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
   269         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
   270         return 1;
   271     }
   272     
   273     SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
   274 
   275     /* Print information about the controller */
   276     for (i = 0; i < SDL_NumJoysticks(); ++i) {
   277         const char *name;
   278         const char *description;
   279 
   280         SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
   281                                   guid, sizeof (guid));
   282 
   283         if ( SDL_IsGameController(i) )
   284         {
   285             nController++;
   286             name = SDL_GameControllerNameForIndex(i);
   287             description = "Controller";
   288         } else {
   289             name = SDL_JoystickNameForIndex(i);
   290             description = "Joystick";
   291         }
   292         SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
   293     }
   294     SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
   295 
   296     if (argv[1]) {
   297         SDL_bool reportederror = SDL_FALSE;
   298         SDL_bool keepGoing = SDL_TRUE;
   299         SDL_Event event;
   300         int device = atoi(argv[1]);
   301         if (device >= SDL_NumJoysticks()) {
   302 			SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
   303             retcode = 1;
   304         } else {
   305             SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
   306                                       guid, sizeof (guid));
   307             SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
   308             gamecontroller = SDL_GameControllerOpen(device);
   309             while (keepGoing) {
   310                 if (gamecontroller == NULL) {
   311                     if (!reportederror) {
   312                         if (gamecontroller == NULL) {
   313                             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
   314                             retcode = 1;
   315                         }
   316                         keepGoing = SDL_FALSE;
   317                         reportederror = SDL_TRUE;
   318                     }
   319                 } else {
   320                     reportederror = SDL_FALSE;
   321                     keepGoing = WatchGameController(gamecontroller);
   322                     SDL_GameControllerClose(gamecontroller);
   323                 }
   324 
   325                 gamecontroller = NULL;
   326                 if (keepGoing) {
   327                     SDL_Log("Waiting for attach\n");
   328                 }
   329                 while (keepGoing) {
   330                     SDL_WaitEvent(&event);
   331                     if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
   332                         || (event.type == SDL_MOUSEBUTTONDOWN)) {
   333                         keepGoing = SDL_FALSE;
   334                     } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
   335                         gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
   336                         break;
   337                     }
   338                 }
   339             }
   340         }
   341     }
   342 
   343     SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
   344 
   345     return retcode;
   346 }
   347 
   348 #else
   349 
   350 int
   351 main(int argc, char *argv[])
   352 {
   353     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
   354     exit(1);
   355 }
   356 
   357 #endif