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Replace testgamecontroller visualization mode with something more use…
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…ful.
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icculus committed Feb 10, 2014
1 parent 9a15da8 commit b17fd9a
Showing 1 changed file with 92 additions and 56 deletions.
148 changes: 92 additions & 56 deletions test/testgamecontroller.c
Expand Up @@ -24,20 +24,10 @@
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 317
#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)
{
Expand Down Expand Up @@ -83,13 +73,71 @@ ControllerButtonName(const SDL_GameControllerButton button)
}
}

static SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
SDL_Surface *temp = NULL;
SDL_Texture *texture = NULL;

temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
} else {
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
SDL_assert(!temp->format->palette);
SDL_assert(temp->format->BitsPerPixel == 24);
SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
}

texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
}
}
if (temp) {
SDL_FreeSurface(temp);
}
return texture;
}

SDL_bool
WatchGameController(SDL_GameController * gamecontroller)
{
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* A */
{431, 132}, /* B */
{342, 132}, /* X */
{389, 101}, /* Y */
{174, 132}, /* BACK */
{233, 132}, /* GUIDE */
{289, 132}, /* START */
{75, 154}, /* LEFTSTICK */
{305, 230}, /* RIGHTSTICK */
{77, 40}, /* LEFTSHOULDER */
{396, 36}, /* RIGHTSHOULDER */
{154, 188}, /* DPAD_UP */
{154, 249}, /* DPAD_DOWN */
{116, 217}, /* DPAD_LEFT */
{186, 217}, /* DPAD_RIGHT */
};

/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
};

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_Texture *background, *button, *axis;
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE;
Expand All @@ -101,7 +149,7 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
}

/* Create a window to display controller axis position */
/* Create a window to display controller state */
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, 0);
Expand All @@ -122,6 +170,21 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_RenderPresent(screen);
SDL_RaiseWindow(window);

background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);

if (!background || !button || !axis) {
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return SDL_FALSE;
}
SDL_SetTextureColorMod(button, 10, 255, 21);
SDL_SetTextureColorMod(axis, 10, 255, 21);

/* !!! FIXME: */
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/

/* Print info about the controller we are watching */
SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");

Expand All @@ -130,26 +193,10 @@ WatchGameController(SDL_GameController * gamecontroller)
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL);

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;
Expand All @@ -162,40 +209,29 @@ WatchGameController(SDL_GameController * gamecontroller)
break;
}
}

/* Update visual controller state */
SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE);
for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) {
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32);
const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
}
}

SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) {
/* Draw the X/Y axis */
int x, y;
x = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i * 2 + 0))) + 32768);
x *= SCREEN_WIDTH;
x /= 65535;
if (x < 0) {
x = 0;
} else if (x > (SCREEN_WIDTH - 16)) {
x = SCREEN_WIDTH - 16;
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
if (value < -deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
} else if (value > deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle + 180.0;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
}
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)) {
Expand Down

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