test/testgamecontroller.c
author Ryan C. Gordon <icculus@icculus.org>
Wed, 03 Oct 2018 16:54:24 -0400
changeset 12284 fe9bafcd47ba
parent 12088 399cc39583cc
child 12503 806492103856
permissions -rw-r--r--
evdev: Don't initialize struct sigaction with "{ 0 }".

It causes warnings on some platforms, depending on the actual definition of
sigaction, and since this is static data, it'll be zero'd out anyhow.
     1 /*
     2   Copyright (C) 1997-2018 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 #ifdef __EMSCRIPTEN__
    22 #include <emscripten/emscripten.h>
    23 #endif
    24 
    25 #ifndef SDL_JOYSTICK_DISABLED
    26 
    27 #ifdef __IPHONEOS__
    28 #define SCREEN_WIDTH    480
    29 #define SCREEN_HEIGHT    320
    30 #else
    31 #define SCREEN_WIDTH    512
    32 #define SCREEN_HEIGHT   320
    33 #endif
    34 
    35 /* This is indexed by SDL_GameControllerButton. */
    36 static const struct { int x; int y; } button_positions[] = {
    37     {387, 167},  /* A */
    38     {431, 132},  /* B */
    39     {342, 132},  /* X */
    40     {389, 101},  /* Y */
    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 */
    52 };
    53 
    54 /* This is indexed by SDL_GameControllerAxis. */
    55 static const struct { int x; int y; double angle; } axis_positions[] = {
    56     {74,  153, 270.0},  /* LEFTX */
    57     {74,  153, 0.0},  /* LEFTY */
    58     {306, 231, 270.0},  /* RIGHTX */
    59     {306, 231, 0.0},  /* RIGHTY */
    60     {91, -20, 0.0},     /* TRIGGERLEFT */
    61     {375, -20, 0.0},    /* TRIGGERRIGHT */
    62 };
    63 
    64 SDL_Renderer *screen = NULL;
    65 SDL_bool retval = SDL_FALSE;
    66 SDL_bool done = SDL_FALSE;
    67 SDL_Texture *background, *button, *axis;
    68 
    69 static SDL_Texture *
    70 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
    71 {
    72     SDL_Surface *temp = NULL;
    73     SDL_Texture *texture = NULL;
    74 
    75     temp = SDL_LoadBMP(file);
    76     if (temp == NULL) {
    77         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    78     } else {
    79         /* Set transparent pixel as the pixel at (0,0) */
    80         if (transparent) {
    81             if (temp->format->BytesPerPixel == 1) {
    82                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
    83             }
    84         }
    85 
    86         texture = SDL_CreateTextureFromSurface(renderer, temp);
    87         if (!texture) {
    88             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    89         }
    90     }
    91     if (temp) {
    92         SDL_FreeSurface(temp);
    93     }
    94     return texture;
    95 }
    96 
    97 void
    98 loop(void *arg)
    99 {
   100     SDL_Event event;
   101     int i;
   102     SDL_GameController *gamecontroller = (SDL_GameController *)arg;
   103 
   104     /* blank screen, set up for drawing this frame. */
   105     SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
   106     SDL_RenderClear(screen);
   107     SDL_RenderCopy(screen, background, NULL, NULL);
   108 
   109     while (SDL_PollEvent(&event)) {
   110         switch (event.type) {
   111         case SDL_CONTROLLERAXISMOTION:
   112             SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
   113             break;
   114         case SDL_CONTROLLERBUTTONDOWN:
   115         case SDL_CONTROLLERBUTTONUP:
   116             SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
   117             /* First button triggers a 0.5 second full strength rumble */
   118             if (event.type == SDL_CONTROLLERBUTTONDOWN &&
   119                 event.cbutton.button == SDL_CONTROLLER_BUTTON_A) {
   120                 SDL_GameControllerRumble(gamecontroller, 0xFFFF, 0xFFFF, 500);
   121             }
   122             break;
   123         case SDL_KEYDOWN:
   124             if (event.key.keysym.sym != SDLK_ESCAPE) {
   125                 break;
   126             }
   127             /* Fall through to signal quit */
   128         case SDL_QUIT:
   129             done = SDL_TRUE;
   130             break;
   131         default:
   132             break;
   133         }
   134     }
   135 
   136     /* Update visual controller state */
   137     for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
   138         if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
   139             const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
   140             SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
   141         }
   142     }
   143 
   144     for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
   145         const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
   146         const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
   147         if (value < -deadzone) {
   148             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
   149             const double angle = axis_positions[i].angle;
   150             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
   151         } else if (value > deadzone) {
   152             const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
   153             const double angle = axis_positions[i].angle + 180.0;
   154             SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
   155         }
   156     }
   157 
   158     SDL_RenderPresent(screen);
   159 
   160     if (!SDL_GameControllerGetAttached(gamecontroller)) {
   161         done = SDL_TRUE;
   162         retval = SDL_TRUE;  /* keep going, wait for reattach. */
   163     }
   164 
   165 #ifdef __EMSCRIPTEN__
   166     if (done) {
   167         emscripten_cancel_main_loop();
   168     }
   169 #endif
   170 }
   171 
   172 SDL_bool
   173 WatchGameController(SDL_GameController * gamecontroller)
   174 {
   175     const char *name = SDL_GameControllerName(gamecontroller);
   176     const char *basetitle = "Game Controller Test: ";
   177     const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
   178     char *title = (char *)SDL_malloc(titlelen);
   179     SDL_Window *window = NULL;
   180 
   181     retval = SDL_FALSE;
   182     done = SDL_FALSE;
   183 
   184     if (title) {
   185         SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
   186     }
   187 
   188     /* Create a window to display controller state */
   189     window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
   190                               SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
   191                               SCREEN_HEIGHT, 0);
   192     SDL_free(title);
   193     title = NULL;
   194     if (window == NULL) {
   195         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
   196         return SDL_FALSE;
   197     }
   198 
   199     screen = SDL_CreateRenderer(window, -1, 0);
   200     if (screen == NULL) {
   201         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
   202         SDL_DestroyWindow(window);
   203         return SDL_FALSE;
   204     }
   205 
   206     SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
   207     SDL_RenderClear(screen);
   208     SDL_RenderPresent(screen);
   209     SDL_RaiseWindow(window);
   210 
   211     /* scale for platforms that don't give you the window size you asked for. */
   212     SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
   213 
   214     background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
   215     button = LoadTexture(screen, "button.bmp", SDL_TRUE);
   216     axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
   217 
   218     if (!background || !button || !axis) {
   219         SDL_DestroyRenderer(screen);
   220         SDL_DestroyWindow(window);
   221         return SDL_FALSE;
   222     }
   223     SDL_SetTextureColorMod(button, 10, 255, 21);
   224     SDL_SetTextureColorMod(axis, 10, 255, 21);
   225 
   226     /* !!! FIXME: */
   227     /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
   228 
   229     /* Print info about the controller we are watching */
   230     SDL_Log("Watching controller %s\n",  name ? name : "Unknown Controller");
   231 
   232     /* Loop, getting controller events! */
   233 #ifdef __EMSCRIPTEN__
   234     emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
   235 #else
   236     while (!done) {
   237         loop(gamecontroller);
   238     }
   239 #endif
   240 
   241     SDL_DestroyRenderer(screen);
   242     screen = NULL;
   243     background = NULL;
   244     button = NULL;
   245     axis = NULL;
   246     SDL_DestroyWindow(window);
   247     return retval;
   248 }
   249 
   250 int
   251 main(int argc, char *argv[])
   252 {
   253     int i;
   254     int nController = 0;
   255     int retcode = 0;
   256     char guid[64];
   257     SDL_GameController *gamecontroller;
   258 
   259     /* Enable standard application logging */
   260     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   261 
   262     /* Initialize SDL (Note: video is required to start event loop) */
   263     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
   264         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
   265         return 1;
   266     }
   267     
   268     SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
   269 
   270     /* Print information about the mappings */
   271     if (!argv[1]) {
   272         SDL_Log("Supported mappings:\n");
   273         for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
   274             char *mapping = SDL_GameControllerMappingForIndex(i);
   275             if (mapping) {
   276                 SDL_Log("\t%s\n", mapping);
   277                 SDL_free(mapping);
   278             }
   279         }
   280         SDL_Log("\n");
   281     }
   282 
   283     /* Print information about the controller */
   284     for (i = 0; i < SDL_NumJoysticks(); ++i) {
   285         const char *name;
   286         const char *description;
   287 
   288         SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
   289                                   guid, sizeof (guid));
   290 
   291         if ( SDL_IsGameController(i) )
   292         {
   293             nController++;
   294             name = SDL_GameControllerNameForIndex(i);
   295             description = "Controller";
   296         } else {
   297             name = SDL_JoystickNameForIndex(i);
   298             description = "Joystick";
   299         }
   300         SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x)\n",
   301             description, i, name ? name : "Unknown", guid,
   302             SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i));
   303     }
   304     SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
   305 
   306     if (argv[1]) {
   307         SDL_bool reportederror = SDL_FALSE;
   308         SDL_bool keepGoing = SDL_TRUE;
   309         SDL_Event event;
   310         int device = atoi(argv[1]);
   311         if (device >= SDL_NumJoysticks()) {
   312             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
   313             retcode = 1;
   314         } else {
   315             SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
   316                                       guid, sizeof (guid));
   317             SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
   318             gamecontroller = SDL_GameControllerOpen(device);
   319 
   320             if (gamecontroller != NULL) {
   321                 SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
   322             }
   323 
   324             while (keepGoing) {
   325                 if (gamecontroller == NULL) {
   326                     if (!reportederror) {
   327                         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
   328                         retcode = 1;
   329                         keepGoing = SDL_FALSE;
   330                         reportederror = SDL_TRUE;
   331                     }
   332                 } else {
   333                     reportederror = SDL_FALSE;
   334                     keepGoing = WatchGameController(gamecontroller);
   335                     SDL_GameControllerClose(gamecontroller);
   336                 }
   337 
   338                 gamecontroller = NULL;
   339                 if (keepGoing) {
   340                     SDL_Log("Waiting for attach\n");
   341                 }
   342                 while (keepGoing) {
   343                     SDL_WaitEvent(&event);
   344                     if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
   345                         || (event.type == SDL_MOUSEBUTTONDOWN)) {
   346                         keepGoing = SDL_FALSE;
   347                     } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
   348                         gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
   349                         if (gamecontroller != NULL) {
   350                             SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
   351                         }
   352                         break;
   353                     }
   354                 }
   355             }
   356         }
   357     }
   358 
   359     SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
   360 
   361     return retcode;
   362 }
   363 
   364 #else
   365 
   366 int
   367 main(int argc, char *argv[])
   368 {
   369     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
   370     exit(1);
   371 }
   372 
   373 #endif
   374 
   375 /* vi: set ts=4 sw=4 expandtab: */