Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
2 Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
13 /* Simple program to test the SDL game controller routines */
22 #include <emscripten/emscripten.h>
25 #ifndef SDL_JOYSTICK_DISABLED
28 #define SCREEN_WIDTH 480
29 #define SCREEN_HEIGHT 320
31 #define SCREEN_WIDTH 512
32 #define SCREEN_HEIGHT 317
35 /* This is indexed by SDL_GameControllerButton. */
36 static const struct { int x; int y; } button_positions[] = {
41 {174, 132}, /* BACK */
42 {233, 132}, /* GUIDE */
43 {289, 132}, /* START */
44 {75, 154}, /* LEFTSTICK */
45 {305, 230}, /* RIGHTSTICK */
46 {77, 40}, /* LEFTSHOULDER */
47 {396, 36}, /* RIGHTSHOULDER */
48 {154, 188}, /* DPAD_UP */
49 {154, 249}, /* DPAD_DOWN */
50 {116, 217}, /* DPAD_LEFT */
51 {186, 217}, /* DPAD_RIGHT */
54 /* This is indexed by SDL_GameControllerAxis. */
55 static const struct { int x; int y; double angle; } axis_positions[] = {
56 {75, 154, 0.0}, /* LEFTX */
57 {75, 154, 90.0}, /* LEFTY */
58 {305, 230, 0.0}, /* RIGHTX */
59 {305, 230, 90.0}, /* RIGHTY */
60 {91, 0, 90.0}, /* TRIGGERLEFT */
61 {375, 0, 90.0}, /* TRIGGERRIGHT */
64 SDL_Renderer *screen = NULL;
65 SDL_bool retval = SDL_FALSE;
66 SDL_bool done = SDL_FALSE;
67 SDL_Texture *background, *button, *axis;
70 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
72 SDL_Surface *temp = NULL;
73 SDL_Texture *texture = NULL;
75 temp = SDL_LoadBMP(file);
77 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
79 /* Set transparent pixel as the pixel at (0,0) */
81 if (temp->format->BytesPerPixel == 1) {
82 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
84 SDL_assert(!temp->format->palette);
85 SDL_assert(temp->format->BitsPerPixel == 24);
86 SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
90 texture = SDL_CreateTextureFromSurface(renderer, temp);
92 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
96 SDL_FreeSurface(temp);
106 SDL_GameController *gamecontroller = (SDL_GameController *)arg;
108 /* blank screen, set up for drawing this frame. */
109 SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
110 SDL_RenderClear(screen);
111 SDL_RenderCopy(screen, background, NULL, NULL);
113 while (SDL_PollEvent(&event)) {
114 switch (event.type) {
116 if (event.key.keysym.sym != SDLK_ESCAPE) {
119 /* Fall through to signal quit */
128 /* Update visual controller state */
129 for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
130 if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
131 const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
132 SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
136 for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
137 const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
138 const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
139 if (value < -deadzone) {
140 const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
141 const double angle = axis_positions[i].angle;
142 SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
143 } else if (value > deadzone) {
144 const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
145 const double angle = axis_positions[i].angle + 180.0;
146 SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
150 SDL_RenderPresent(screen);
152 if (!SDL_GameControllerGetAttached(gamecontroller)) {
154 retval = SDL_TRUE; /* keep going, wait for reattach. */
157 #ifdef __EMSCRIPTEN__
159 emscripten_cancel_main_loop();
165 WatchGameController(SDL_GameController * gamecontroller)
167 const char *name = SDL_GameControllerName(gamecontroller);
168 const char *basetitle = "Game Controller Test: ";
169 const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
170 char *title = (char *)SDL_malloc(titlelen);
171 SDL_Window *window = NULL;
177 SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
180 /* Create a window to display controller state */
181 window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
182 SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
184 if (window == NULL) {
185 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
189 screen = SDL_CreateRenderer(window, -1, 0);
190 if (screen == NULL) {
191 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
192 SDL_DestroyWindow(window);
196 SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
197 SDL_RenderClear(screen);
198 SDL_RenderPresent(screen);
199 SDL_RaiseWindow(window);
201 /* scale for platforms that don't give you the window size you asked for. */
202 SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
204 background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
205 button = LoadTexture(screen, "button.bmp", SDL_TRUE);
206 axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
208 if (!background || !button || !axis) {
209 SDL_DestroyRenderer(screen);
210 SDL_DestroyWindow(window);
213 SDL_SetTextureColorMod(button, 10, 255, 21);
214 SDL_SetTextureColorMod(axis, 10, 255, 21);
217 /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
219 /* Print info about the controller we are watching */
220 SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
222 /* Loop, getting controller events! */
223 #ifdef __EMSCRIPTEN__
224 emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
227 loop(gamecontroller);
231 SDL_DestroyRenderer(screen);
236 SDL_DestroyWindow(window);
241 main(int argc, char *argv[])
247 SDL_GameController *gamecontroller;
249 /* Enable standard application logging */
250 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
252 /* Initialize SDL (Note: video is required to start event loop) */
253 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
254 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
258 SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
260 /* Print information about the controller */
261 for (i = 0; i < SDL_NumJoysticks(); ++i) {
263 const char *description;
265 SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
266 guid, sizeof (guid));
268 if ( SDL_IsGameController(i) )
271 name = SDL_GameControllerNameForIndex(i);
272 description = "Controller";
274 name = SDL_JoystickNameForIndex(i);
275 description = "Joystick";
277 SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
279 SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
282 SDL_bool reportederror = SDL_FALSE;
283 SDL_bool keepGoing = SDL_TRUE;
285 int device = atoi(argv[1]);
286 if (device >= SDL_NumJoysticks()) {
287 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
290 SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
291 guid, sizeof (guid));
292 SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
293 gamecontroller = SDL_GameControllerOpen(device);
295 if (gamecontroller != NULL) {
296 SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
300 if (gamecontroller == NULL) {
301 if (!reportederror) {
302 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
304 keepGoing = SDL_FALSE;
305 reportederror = SDL_TRUE;
308 reportederror = SDL_FALSE;
309 keepGoing = WatchGameController(gamecontroller);
310 SDL_GameControllerClose(gamecontroller);
313 gamecontroller = NULL;
315 SDL_Log("Waiting for attach\n");
318 SDL_WaitEvent(&event);
319 if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
320 || (event.type == SDL_MOUSEBUTTONDOWN)) {
321 keepGoing = SDL_FALSE;
322 } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
323 gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
324 if (gamecontroller != NULL) {
325 SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
334 SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
342 main(int argc, char *argv[])
344 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");