/* Copyright (C) 1997-2014 Sam Lantinga 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 #include #include #include "SDL.h" #ifndef SDL_JOYSTICK_DISABLED #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 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); } static const char * ControllerAxisName(const SDL_GameControllerAxis axis) { switch (axis) { #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax AXIS_CASE(INVALID); AXIS_CASE(LEFTX); AXIS_CASE(LEFTY); AXIS_CASE(RIGHTX); AXIS_CASE(RIGHTY); AXIS_CASE(TRIGGERLEFT); AXIS_CASE(TRIGGERRIGHT); #undef AXIS_CASE default: return "???"; } } static const char * ControllerButtonName(const SDL_GameControllerButton button) { switch (button) { #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn BUTTON_CASE(INVALID); BUTTON_CASE(A); BUTTON_CASE(B); BUTTON_CASE(X); BUTTON_CASE(Y); BUTTON_CASE(BACK); BUTTON_CASE(GUIDE); BUTTON_CASE(START); BUTTON_CASE(LEFTSTICK); BUTTON_CASE(RIGHTSTICK); BUTTON_CASE(LEFTSHOULDER); BUTTON_CASE(RIGHTSHOULDER); BUTTON_CASE(DPAD_UP); BUTTON_CASE(DPAD_DOWN); BUTTON_CASE(DPAD_LEFT); BUTTON_CASE(DPAD_RIGHT); #undef BUTTON_CASE default: return "???"; } } SDL_bool WatchGameController(SDL_GameController * gamecontroller) { const char *name = SDL_GameControllerName(gamecontroller); const char *basetitle = "Game Controller Test: "; const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1; char *title = (char *)SDL_malloc(titlelen); SDL_Window *window = NULL; SDL_Renderer *screen = NULL; SDL_bool retval = SDL_FALSE; SDL_bool done = SDL_FALSE; SDL_Event event; int i; if (title) { SDL_snprintf(title, titlelen, "%s%s", basetitle, name); } /* Create a window to display controller axis position */ window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, 0); if (window == NULL) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); return SDL_FALSE; } screen = SDL_CreateRenderer(window, -1, 0); if (screen == NULL) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); SDL_DestroyWindow(window); return SDL_FALSE; } 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 */ SDL_Log("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: SDL_Log("Controller %d axis %d ('%s') value: %d\n", event.caxis.which, event.caxis.axis, ControllerAxisName((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); break; case SDL_CONTROLLERBUTTONDOWN: SDL_Log("Controller %d button %d ('%s') down\n", event.cbutton.which, event.cbutton.button, ControllerButtonName((SDL_GameControllerButton)event.cbutton.button)); break; case SDL_CONTROLLERBUTTONUP: SDL_Log("Controller %d button %d ('%s') up\n", event.cbutton.which, event.cbutton.button, ControllerButtonName((SDL_GameControllerButton)event.cbutton.button)); break; case SDL_KEYDOWN: if (event.key.keysym.sym != SDLK_ESCAPE) { break; } /* Fall through to signal quit */ case SDL_QUIT: done = SDL_TRUE; break; default: break; } } /* Update visual controller state */ SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE); for (i = 0; i (SCREEN_WIDTH - 16)) { x = SCREEN_WIDTH - 16; } y = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(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 (!SDL_GameControllerGetAttached(gamecontroller)) { done = SDL_TRUE; retval = SDL_TRUE; /* keep going, wait for reattach. */ } } SDL_DestroyRenderer(screen); SDL_DestroyWindow(window); return retval; } int main(int argc, char *argv[]) { int i; int nController = 0; int retcode = 0; char guid[64]; SDL_GameController *gamecontroller; /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); /* Initialize SDL (Note: video is required to start event loop) */ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); /* Print information about the controller */ for (i = 0; i < SDL_NumJoysticks(); ++i) { const char *name; const char *description; SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), guid, sizeof (guid)); if ( SDL_IsGameController(i) ) { nController++; name = SDL_GameControllerNameForIndex(i); description = "Controller"; } else { name = SDL_JoystickNameForIndex(i); description = "Joystick"; } SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid); } SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks()); if (argv[1]) { SDL_bool reportederror = SDL_FALSE; SDL_bool keepGoing = SDL_TRUE; SDL_Event event; int device = atoi(argv[1]); if (device >= SDL_NumJoysticks()) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device); retcode = 1; } else { SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device), guid, sizeof (guid)); SDL_Log("Attempting to open device %i, guid %s\n", device, guid); gamecontroller = SDL_GameControllerOpen(device); while (keepGoing) { if (gamecontroller == NULL) { if (!reportederror) { if (gamecontroller == NULL) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError()); retcode = 1; } keepGoing = SDL_FALSE; reportederror = SDL_TRUE; } } else { reportederror = SDL_FALSE; keepGoing = WatchGameController(gamecontroller); SDL_GameControllerClose(gamecontroller); } gamecontroller = NULL; if (keepGoing) { SDL_Log("Waiting for attach\n"); } while (keepGoing) { SDL_WaitEvent(&event); if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN) || (event.type == SDL_MOUSEBUTTONDOWN)) { keepGoing = SDL_FALSE; } else if (event.type == SDL_CONTROLLERDEVICEADDED) { gamecontroller = SDL_GameControllerOpen(event.cdevice.which); break; } } } } } SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); return retcode; } #else int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); exit(1); } #endif