test/controllermap.c
author Sam Lantinga <slouken@libsdl.org>
Wed, 04 Jan 2017 05:09:02 -0800
changeset 10747 da1f4eeac65a
parent 10745 7461fcef6ae2
child 10752 c9d3ff50dfcf
permissions -rw-r--r--
Some controllers have trouble getting out to 20000
     1 /*
     2   Copyright (C) 1997-2017 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 /* Game controller mapping generator */
    14 /* Gabriel Jacobo <gabomdq@gmail.com> */
    15 
    16 #include <stdio.h>
    17 #include <stdlib.h>
    18 #include <string.h>
    19 
    20 #include "SDL.h"
    21 
    22 #ifndef SDL_JOYSTICK_DISABLED
    23 
    24 #ifdef __IPHONEOS__
    25 #define SCREEN_WIDTH    320
    26 #define SCREEN_HEIGHT   480
    27 #else
    28 #define SCREEN_WIDTH    512
    29 #define SCREEN_HEIGHT   320
    30 #endif
    31 
    32 #define MARKER_BUTTON 1
    33 #define MARKER_AXIS 2
    34 
    35 enum
    36 {
    37     SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
    38     SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
    39     SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
    40     SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
    41     SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
    42     SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
    43     SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
    44     SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
    45     SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
    46     SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
    47     SDL_CONTROLLER_BINDING_AXIS_MAX,
    48 };
    49 
    50 #define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
    51 
    52 static struct 
    53 {
    54     int x, y;
    55     double angle;
    56     int marker;
    57 
    58 } s_arrBindingDisplay[BINDING_COUNT] = {
    59     { 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */
    60     { 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */
    61     { 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */
    62     { 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */
    63     { 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */
    64     { 233, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */
    65     { 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */
    66     {  75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
    67     { 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
    68     {  77,  40, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
    69     { 396,  36, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
    70     { 154, 188, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
    71     { 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
    72     { 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
    73     { 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
    74     {  74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */
    75     {  74, 153, 90.0,  MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */
    76     {  74, 153, 0.0,   MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */
    77     {  74, 153, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE */
    78     { 306, 231, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE */
    79     { 306, 231, 90.0,  MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE */
    80     { 306, 231, 0.0,   MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE */
    81     { 306, 231, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE */
    82     {  91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */
    83     { 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */
    84 };
    85 
    86 static int s_arrBindingOrder[BINDING_COUNT] = {
    87     SDL_CONTROLLER_BUTTON_A,
    88     SDL_CONTROLLER_BUTTON_B,
    89     SDL_CONTROLLER_BUTTON_Y,
    90     SDL_CONTROLLER_BUTTON_X,
    91     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
    92     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
    93     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
    94     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
    95     SDL_CONTROLLER_BUTTON_LEFTSTICK,
    96     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
    97     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
    98     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
    99     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
   100     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   101     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   102     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
   103     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   104     SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
   105     SDL_CONTROLLER_BUTTON_DPAD_UP,
   106     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   107     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   108     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   109     SDL_CONTROLLER_BUTTON_BACK,
   110     SDL_CONTROLLER_BUTTON_GUIDE,
   111     SDL_CONTROLLER_BUTTON_START,
   112 };
   113 
   114 typedef struct
   115 {
   116     SDL_GameControllerBindType bindType;
   117     union
   118     {
   119         int button;
   120 
   121         struct {
   122             int axis;
   123             int axis_min;
   124             int axis_max;
   125         } axis;
   126 
   127         struct {
   128             int hat;
   129             int hat_mask;
   130         } hat;
   131 
   132     } value;
   133 
   134 } SDL_GameControllerExtendedBind;
   135 
   136 static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
   137 
   138 typedef struct
   139 {
   140     SDL_bool m_bMoving;
   141     int m_nStartingValue;
   142     int m_nFarthestValue;
   143 } AxisState;
   144 
   145 static int s_nNumAxes;
   146 static AxisState *s_arrAxisState;
   147     
   148 static int s_iCurrentBinding;
   149 static Uint32 s_unPendingAdvanceTime;
   150 static SDL_bool s_bBindingComplete;
   151 
   152 SDL_Texture *
   153 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
   154 {
   155     SDL_Surface *temp;
   156     SDL_Texture *texture;
   157 
   158     /* Load the sprite image */
   159     temp = SDL_LoadBMP(file);
   160     if (temp == NULL) {
   161         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
   162         return NULL;
   163     }
   164 
   165     /* Set transparent pixel as the pixel at (0,0) */
   166     if (transparent) {
   167         if (temp->format->palette) {
   168             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
   169         }
   170     }
   171 
   172     /* Create textures from the image */
   173     texture = SDL_CreateTextureFromSurface(renderer, temp);
   174     if (!texture) {
   175         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
   176         SDL_FreeSurface(temp);
   177         return NULL;
   178     }
   179     SDL_FreeSurface(temp);
   180 
   181     /* We're ready to roll. :) */
   182     return texture;
   183 }
   184 
   185 static int
   186 StandardizeAxisValue(int nValue)
   187 {
   188     if (nValue > SDL_JOYSTICK_AXIS_MAX/2) {
   189         return SDL_JOYSTICK_AXIS_MAX;
   190     } else if (nValue < SDL_JOYSTICK_AXIS_MIN/2) {
   191         return SDL_JOYSTICK_AXIS_MIN;
   192     } else {
   193         return 0;
   194     }
   195 }
   196 
   197 static void
   198 SetCurrentBinding(int iBinding)
   199 {
   200     int iIndex;
   201     SDL_GameControllerExtendedBind *pBinding;
   202 
   203     if (iBinding < 0) {
   204         return;
   205     }
   206 
   207     if (iBinding == BINDING_COUNT) {
   208         s_bBindingComplete = SDL_TRUE;
   209         return;
   210     }
   211 
   212     s_iCurrentBinding = iBinding;
   213 
   214     pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
   215     SDL_zerop(pBinding);
   216 
   217     for (iIndex = 0; iIndex < s_nNumAxes; ++iIndex) {
   218         s_arrAxisState[iIndex].m_nFarthestValue = s_arrAxisState[iIndex].m_nStartingValue;
   219     }
   220 
   221     s_unPendingAdvanceTime = 0;
   222 }
   223 
   224 static SDL_bool
   225 BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const SDL_GameControllerExtendedBind *pBindingB)
   226 {
   227     if (pBindingA->bindType != pBindingB->bindType)
   228     {
   229         return SDL_FALSE;
   230     }
   231     switch (pBindingA->bindType)
   232     {
   233     case SDL_CONTROLLER_BINDTYPE_AXIS:
   234         if (pBindingA->value.axis.axis != pBindingB->value.axis.axis) {
   235             return SDL_FALSE;
   236         }
   237         {
   238             int minA = SDL_min(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
   239             int maxA = SDL_max(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
   240             int minB = SDL_min(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
   241             int maxB = SDL_max(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
   242             return (minA <= minB && maxA >= maxB);
   243         }
   244         /* Not reached */
   245     default:
   246         return SDL_memcmp(pBindingA, pBindingB, sizeof(*pBindingA)) == 0;
   247     }
   248 }
   249 
   250 static void
   251 ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
   252 {
   253     SDL_GameControllerExtendedBind *pCurrent;
   254     int iIndex;
   255     int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
   256 
   257     /* Do we already have this binding? */
   258     for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
   259         pCurrent = &s_arrBindings[iIndex];
   260         if (BBindingContainsBinding(pCurrent, pBinding)) {
   261             if (iIndex == SDL_CONTROLLER_BUTTON_A && iCurrentElement != SDL_CONTROLLER_BUTTON_B) {
   262                 /* Skip to the next binding */
   263                 SetCurrentBinding(s_iCurrentBinding + 1);
   264                 return;
   265             }
   266 
   267             if (iIndex == SDL_CONTROLLER_BUTTON_B) {
   268                 /* Go back to the previous binding */
   269                 SetCurrentBinding(s_iCurrentBinding - 1);
   270                 return;
   271             }
   272 
   273             /* Already have this binding, ignore it */
   274             return;
   275         }
   276     }
   277 
   278     /* Should the new binding override the existing one? */
   279     pCurrent = &s_arrBindings[iCurrentElement];
   280     if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
   281         SDL_bool bNativeDPad, bCurrentDPad;
   282         SDL_bool bNativeAxis, bCurrentAxis;
   283         
   284         bNativeDPad = (iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_UP ||
   285                        iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
   286                        iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
   287                        iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
   288         bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
   289         if (bNativeDPad == bCurrentDPad) {
   290             /* We already have a binding of the type we want, ignore the new one */
   291             return;
   292         }
   293 
   294         bNativeAxis = (iCurrentElement >= SDL_CONTROLLER_BUTTON_MAX);
   295         bCurrentAxis = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_AXIS);
   296         if (bNativeAxis == bCurrentAxis &&
   297             (pBinding->bindType != SDL_CONTROLLER_BINDTYPE_AXIS ||
   298              pBinding->value.axis.axis != pCurrent->value.axis.axis)) {
   299             /* We already have a binding of the type we want, ignore the new one */
   300             return;
   301         }
   302     }
   303 
   304     *pCurrent = *pBinding;
   305 
   306     s_unPendingAdvanceTime = SDL_GetTicks();
   307 }
   308 
   309 static SDL_bool
   310 BMergeAxisBindings(int iIndex)
   311 {
   312     SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
   313     SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex+1];
   314     if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
   315         pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
   316         pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
   317         if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
   318             pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
   319             pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
   320             pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
   321             return SDL_TRUE;
   322         }
   323     }
   324     return SDL_FALSE;
   325 }
   326 
   327 static void
   328 WatchJoystick(SDL_Joystick * joystick)
   329 {
   330     SDL_Window *window = NULL;
   331     SDL_Renderer *screen = NULL;
   332     SDL_Texture *background, *button, *axis, *marker;
   333     const char *name = NULL;
   334     SDL_bool done = SDL_FALSE;
   335     SDL_Event event;
   336     SDL_Rect dst;
   337     Uint8 alpha=200, alpha_step = -1;
   338     Uint32 alpha_ticks = 0;
   339     SDL_JoystickID nJoystickID;
   340 
   341     /* Create a window to display joystick axis position */
   342     window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
   343                               SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
   344                               SCREEN_HEIGHT, 0);
   345     if (window == NULL) {
   346         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
   347         return;
   348     }
   349 
   350     screen = SDL_CreateRenderer(window, -1, 0);
   351     if (screen == NULL) {
   352         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
   353         SDL_DestroyWindow(window);
   354         return;
   355     }
   356     
   357     background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
   358     button = LoadTexture(screen, "button.bmp", SDL_TRUE);
   359     axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
   360     SDL_RaiseWindow(window);
   361 
   362     /* scale for platforms that don't give you the window size you asked for. */
   363     SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
   364 
   365     /* Print info about the joystick we are watching */
   366     name = SDL_JoystickName(joystick);
   367     SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
   368            name ? name : "Unknown Joystick");
   369     SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
   370            SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
   371            SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
   372     
   373     SDL_Log("\n\n\
   374     ====================================================================================\n\
   375     Press the buttons on your controller when indicated\n\
   376     (Your controller may look different than the picture)\n\
   377     If you want to correct a mistake, press backspace or the back button on your device\n\
   378     To skip a button, press SPACE or click/touch the screen\n\
   379     To exit, press ESC\n\
   380     ====================================================================================\n");
   381 
   382     nJoystickID = SDL_JoystickInstanceID(joystick);
   383 
   384     s_nNumAxes = SDL_JoystickNumAxes(joystick);
   385     s_arrAxisState = SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
   386 
   387     /* Loop, getting joystick events! */
   388     while (!done && !s_bBindingComplete) {
   389         int iElement = s_arrBindingOrder[s_iCurrentBinding];
   390 
   391         switch (s_arrBindingDisplay[iElement].marker) {
   392             case MARKER_AXIS:
   393                 marker = axis;
   394                 break;
   395             case MARKER_BUTTON:
   396                 marker = button;
   397                 break;
   398             default:
   399                 break;
   400         }
   401         
   402         dst.x = s_arrBindingDisplay[iElement].x;
   403         dst.y = s_arrBindingDisplay[iElement].y;
   404         SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
   405 
   406         if (SDL_GetTicks() - alpha_ticks > 5) {
   407             alpha_ticks = SDL_GetTicks();
   408             alpha += alpha_step;
   409             if (alpha == 255) {
   410                 alpha_step = -1;
   411             }
   412             if (alpha < 128) {
   413                 alpha_step = 1;
   414             }
   415         }
   416 
   417         SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
   418         SDL_RenderClear(screen);
   419         SDL_RenderCopy(screen, background, NULL, NULL);
   420         SDL_SetTextureAlphaMod(marker, alpha);
   421         SDL_SetTextureColorMod(marker, 10, 255, 21);
   422         SDL_RenderCopyEx(screen, marker, NULL, &dst, s_arrBindingDisplay[iElement].angle, NULL, SDL_FLIP_NONE);
   423         SDL_RenderPresent(screen);
   424             
   425         while (SDL_PollEvent(&event) > 0) {
   426             switch (event.type) {
   427             case SDL_JOYDEVICEREMOVED:
   428                 if (event.jaxis.which == nJoystickID) {
   429                     done = SDL_TRUE;
   430                 }
   431                 break;
   432             case SDL_JOYAXISMOTION:
   433                 if (event.jaxis.which == nJoystickID) {
   434                     AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
   435                     int nValue = event.jaxis.value;
   436                     int nCurrentDistance, nFarthestDistance;
   437                     if (!pAxisState->m_bMoving) {
   438                         pAxisState->m_bMoving = SDL_TRUE;
   439                         pAxisState->m_nStartingValue = nValue;
   440                         pAxisState->m_nFarthestValue = nValue;
   441                     }
   442                     nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
   443                     nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
   444                     if (nCurrentDistance > nFarthestDistance) {
   445                         pAxisState->m_nFarthestValue = nValue;
   446                     }
   447                     if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) {
   448                         /* We've gone out far enough and started to come back, let's bind this axis */
   449                         SDL_GameControllerExtendedBind binding;
   450                         SDL_zero(binding);
   451                         binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
   452                         binding.value.axis.axis = event.jaxis.axis;
   453                         binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
   454                         binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
   455                         ConfigureBinding(&binding);
   456                     }
   457                 }
   458                 break;
   459             case SDL_JOYHATMOTION:
   460                 if (event.jhat.which == nJoystickID) {
   461                     if (event.jhat.value != SDL_HAT_CENTERED) {
   462                         SDL_GameControllerExtendedBind binding;
   463                         SDL_zero(binding);
   464                         binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
   465                         binding.value.hat.hat = event.jhat.hat;
   466                         binding.value.hat.hat_mask = event.jhat.value;
   467                         ConfigureBinding(&binding);
   468                     }
   469                 }
   470                 break;
   471             case SDL_JOYBALLMOTION:
   472                 break;
   473             case SDL_JOYBUTTONDOWN:
   474                 if (event.jbutton.which == nJoystickID) {
   475                     SDL_GameControllerExtendedBind binding;
   476                     SDL_zero(binding);
   477                     binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
   478                     binding.value.button = event.jbutton.button;
   479                     ConfigureBinding(&binding);
   480                 }
   481                 break;
   482             case SDL_FINGERDOWN:
   483             case SDL_MOUSEBUTTONDOWN:
   484                 /* Skip this step */
   485                 SetCurrentBinding(s_iCurrentBinding + 1);
   486                 break;
   487             case SDL_KEYDOWN:
   488                 if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
   489                     SetCurrentBinding(s_iCurrentBinding - 1);
   490                     break;
   491                 }
   492                 if (event.key.keysym.sym == SDLK_SPACE) {
   493                     SetCurrentBinding(s_iCurrentBinding + 1);
   494                     break;
   495                 }
   496 
   497                 if ((event.key.keysym.sym != SDLK_ESCAPE)) {
   498                     break;
   499                 }
   500                 /* Fall through to signal quit */
   501             case SDL_QUIT:
   502                 done = SDL_TRUE;
   503                 break;
   504             default:
   505                 break;
   506             }
   507         }
   508 
   509         SDL_Delay(15);
   510 
   511         /* Wait 100 ms for joystick events to stop coming in,
   512            in case a controller sends multiple events for a single control (e.g. axis and button for trigger)
   513         */
   514         if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
   515             SetCurrentBinding(s_iCurrentBinding + 1);
   516         }
   517     }
   518 
   519     if (s_bBindingComplete) {
   520         char mapping[1024];
   521         char trimmed_name[128];
   522         char *spot;
   523         int iIndex;
   524         char pszElement[12];
   525 
   526         SDL_strlcpy(trimmed_name, name, SDL_arraysize(trimmed_name));
   527         while (SDL_isspace(trimmed_name[0])) {
   528             SDL_memmove(&trimmed_name[0], &trimmed_name[1], SDL_strlen(trimmed_name));
   529         }
   530         while (trimmed_name[0] && SDL_isspace(trimmed_name[SDL_strlen(trimmed_name) - 1])) {
   531             trimmed_name[SDL_strlen(trimmed_name) - 1] = '\0';
   532         }
   533         while ((spot = SDL_strchr(trimmed_name, ',')) != NULL) {
   534             SDL_memmove(spot, spot + 1, SDL_strlen(spot));
   535         }
   536 
   537         /* Initialize mapping with GUID and name */
   538         SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), mapping, SDL_arraysize(mapping));
   539         SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
   540         SDL_strlcat(mapping, trimmed_name, SDL_arraysize(mapping));
   541         SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
   542         SDL_strlcat(mapping, "platform:", SDL_arraysize(mapping));
   543         SDL_strlcat(mapping, SDL_GetPlatform(), SDL_arraysize(mapping));
   544         SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
   545 
   546         for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
   547             SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
   548             if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
   549                 continue;
   550             }
   551 
   552             if (iIndex < SDL_CONTROLLER_BUTTON_MAX) {
   553                 SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
   554                 SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
   555             } else {
   556                 const char *pszAxisName;
   557                 switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
   558                 case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
   559                     if (!BMergeAxisBindings(iIndex)) {
   560                         SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
   561                     }
   562                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
   563                     break;
   564                 case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
   565                     SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
   566                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
   567                     break;
   568                 case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
   569                     if (!BMergeAxisBindings(iIndex)) {
   570                         SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
   571                     }
   572                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
   573                     break;
   574                 case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
   575                     SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
   576                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
   577                     break;
   578                 case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
   579                     if (!BMergeAxisBindings(iIndex)) {
   580                         SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
   581                     }
   582                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
   583                     break;
   584                 case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
   585                     SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
   586                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
   587                     break;
   588                 case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
   589                     if (!BMergeAxisBindings(iIndex)) {
   590                         SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
   591                     }
   592                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
   593                     break;
   594                 case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
   595                     SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
   596                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
   597                     break;
   598                 case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
   599                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
   600                     break;
   601                 case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
   602                     pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
   603                     break;
   604                 }
   605                 SDL_strlcat(mapping, pszAxisName, SDL_arraysize(mapping));
   606             }
   607             SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
   608 
   609             pszElement[0] = '\0';
   610             switch (pBinding->bindType) {
   611             case SDL_CONTROLLER_BINDTYPE_BUTTON:
   612                 SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
   613                 break;
   614             case SDL_CONTROLLER_BINDTYPE_AXIS:
   615                 if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
   616                     /* The negative half axis */
   617                     SDL_snprintf(pszElement, sizeof(pszElement), "-a%d", pBinding->value.axis.axis);
   618                 } else if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MAX) {
   619                     /* The positive half axis */
   620                     SDL_snprintf(pszElement, sizeof(pszElement), "+a%d", pBinding->value.axis.axis);
   621                 } else {
   622                     SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis.axis);
   623                     if (pBinding->value.axis.axis_min > pBinding->value.axis.axis_max) {
   624                         /* Invert the axis */
   625                         SDL_strlcat(pszElement, "~", SDL_arraysize(pszElement));
   626                     }
   627                 }
   628                 break;
   629             case SDL_CONTROLLER_BINDTYPE_HAT:
   630                 SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
   631                 break;
   632             default:
   633                 SDL_assert(!"Unknown bind type");
   634                 break;
   635             }
   636             SDL_strlcat(mapping, pszElement, SDL_arraysize(mapping));
   637             SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
   638         }
   639 
   640         SDL_Log("Mapping:\n\n%s\n\n", mapping);
   641         /* Print to stdout as well so the user can cat the output somewhere */
   642         printf("%s\n", mapping);
   643     }
   644 
   645     SDL_free(s_arrAxisState);
   646     s_arrAxisState = NULL;
   647     
   648     SDL_DestroyRenderer(screen);
   649     SDL_DestroyWindow(window);
   650 }
   651 
   652 int
   653 main(int argc, char *argv[])
   654 {
   655     const char *name;
   656     int i;
   657     SDL_Joystick *joystick;
   658 
   659     /* Enable standard application logging */
   660     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   661 
   662     /* Initialize SDL (Note: video is required to start event loop) */
   663     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
   664         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
   665         exit(1);
   666     }
   667 
   668     /* Print information about the joysticks */
   669     SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
   670     for (i = 0; i < SDL_NumJoysticks(); ++i) {
   671         name = SDL_JoystickNameForIndex(i);
   672         SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
   673         joystick = SDL_JoystickOpen(i);
   674         if (joystick == NULL) {
   675             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
   676                     SDL_GetError());
   677         } else {
   678             char guid[64];
   679             SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
   680                                       guid, sizeof (guid));
   681             SDL_Log("       axes: %d\n", SDL_JoystickNumAxes(joystick));
   682             SDL_Log("      balls: %d\n", SDL_JoystickNumBalls(joystick));
   683             SDL_Log("       hats: %d\n", SDL_JoystickNumHats(joystick));
   684             SDL_Log("    buttons: %d\n", SDL_JoystickNumButtons(joystick));
   685             SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
   686             SDL_Log("       guid: %s\n", guid);
   687             SDL_Log("    VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joystick), SDL_JoystickGetProduct(joystick));
   688             SDL_JoystickClose(joystick);
   689         }
   690     }
   691 
   692 #ifdef __ANDROID__
   693     if (SDL_NumJoysticks() > 0) {
   694 #else
   695     if (argv[1]) {
   696 #endif
   697         int device;
   698 #ifdef __ANDROID__
   699         device = 0;
   700 #else
   701         device = atoi(argv[1]);
   702 #endif
   703         joystick = SDL_JoystickOpen(device);
   704         if (joystick == NULL) {
   705             SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
   706         } else {
   707             WatchJoystick(joystick);
   708             SDL_JoystickClose(joystick);
   709         }
   710     }
   711     else {
   712         SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt");
   713     }
   714     SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
   715 
   716     return 0;
   717 }
   718 
   719 #else
   720 
   721 int
   722 main(int argc, char *argv[])
   723 {
   724     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
   725     exit(1);
   726 }
   727 
   728 #endif
   729 
   730 /* vi: set ts=4 sw=4 expandtab: */