SDL  2.0
testgamecontroller.c
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1 /*
2  Copyright (C) 1997-2016 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  {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 */
62 };
63 
68 
69 static SDL_Texture *
70 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
71 {
72  SDL_Surface *temp = 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  } else {
84  SDL_assert(!temp->format->palette);
85  SDL_assert(temp->format->BitsPerPixel == 24);
86  SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
87  }
88  }
89 
90  texture = SDL_CreateTextureFromSurface(renderer, temp);
91  if (!texture) {
92  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
93  }
94  }
95  if (temp) {
96  SDL_FreeSurface(temp);
97  }
98  return texture;
99 }
100 
101 void
102 loop(void *arg)
103 {
105  int i;
106  SDL_GameController *gamecontroller = (SDL_GameController *)arg;
107 
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);
112 
113  while (SDL_PollEvent(&event)) {
114  switch (event.type) {
115  case SDL_KEYDOWN:
116  if (event.key.keysym.sym != SDLK_ESCAPE) {
117  break;
118  }
119  /* Fall through to signal quit */
120  case SDL_QUIT:
121  done = SDL_TRUE;
122  break;
123  default:
124  break;
125  }
126  }
127 
128  /* Update visual controller state */
129  for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
131  const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
132  SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
133  }
134  }
135 
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, SDL_FLIP_NONE);
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, SDL_FLIP_NONE);
147  }
148  }
149 
150  SDL_RenderPresent(screen);
151 
152  if (!SDL_GameControllerGetAttached(gamecontroller)) {
153  done = SDL_TRUE;
154  retval = SDL_TRUE; /* keep going, wait for reattach. */
155  }
156 
157 #ifdef __EMSCRIPTEN__
158  if (done) {
159  emscripten_cancel_main_loop();
160  }
161 #endif
162 }
163 
164 SDL_bool
165 WatchGameController(SDL_GameController * gamecontroller)
166 {
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);
172 
173  retval = SDL_FALSE;
174  done = SDL_FALSE;
175 
176  if (title) {
177  SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
178  }
179 
180  /* Create a window to display controller state */
183  SCREEN_HEIGHT, 0);
184  SDL_free(title);
185  title = NULL;
186  if (window == NULL) {
187  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
188  return SDL_FALSE;
189  }
190 
191  screen = SDL_CreateRenderer(window, -1, 0);
192  if (screen == NULL) {
193  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
194  SDL_DestroyWindow(window);
195  return SDL_FALSE;
196  }
197 
198  SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
199  SDL_RenderClear(screen);
200  SDL_RenderPresent(screen);
201  SDL_RaiseWindow(window);
202 
203  /* scale for platforms that don't give you the window size you asked for. */
205 
206  background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
207  button = LoadTexture(screen, "button.bmp", SDL_TRUE);
208  axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
209 
210  if (!background || !button || !axis) {
211  SDL_DestroyRenderer(screen);
212  SDL_DestroyWindow(window);
213  return SDL_FALSE;
214  }
215  SDL_SetTextureColorMod(button, 10, 255, 21);
216  SDL_SetTextureColorMod(axis, 10, 255, 21);
217 
218  /* !!! FIXME: */
219  /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
220 
221  /* Print info about the controller we are watching */
222  SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
223 
224  /* Loop, getting controller events! */
225 #ifdef __EMSCRIPTEN__
226  emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
227 #else
228  while (!done) {
229  loop(gamecontroller);
230  }
231 #endif
232 
233  SDL_DestroyRenderer(screen);
234  screen = NULL;
235  background = NULL;
236  button = NULL;
237  axis = NULL;
238  SDL_DestroyWindow(window);
239  return retval;
240 }
241 
242 int
243 main(int argc, char *argv[])
244 {
245  int i;
246  int nController = 0;
247  int retcode = 0;
248  char guid[64];
249  SDL_GameController *gamecontroller;
250 
251  /* Enable standard application logging */
253 
254  /* Initialize SDL (Note: video is required to start event loop) */
256  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
257  return 1;
258  }
259 
260  SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
261 
262  /* Print information about the controller */
263  for (i = 0; i < SDL_NumJoysticks(); ++i) {
264  const char *name;
265  const char *description;
266 
268  guid, sizeof (guid));
269 
270  if ( SDL_IsGameController(i) )
271  {
272  nController++;
274  description = "Controller";
275  } else {
276  name = SDL_JoystickNameForIndex(i);
277  description = "Joystick";
278  }
279  SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
280  }
281  SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
282 
283  if (argv[1]) {
284  SDL_bool reportederror = SDL_FALSE;
285  SDL_bool keepGoing = SDL_TRUE;
287  int device = atoi(argv[1]);
288  if (device >= SDL_NumJoysticks()) {
289  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
290  retcode = 1;
291  } else {
293  guid, sizeof (guid));
294  SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
295  gamecontroller = SDL_GameControllerOpen(device);
296 
297  if (gamecontroller != NULL) {
299  }
300 
301  while (keepGoing) {
302  if (gamecontroller == NULL) {
303  if (!reportederror) {
304  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
305  retcode = 1;
306  keepGoing = SDL_FALSE;
307  reportederror = SDL_TRUE;
308  }
309  } else {
310  reportederror = SDL_FALSE;
311  keepGoing = WatchGameController(gamecontroller);
312  SDL_GameControllerClose(gamecontroller);
313  }
314 
315  gamecontroller = NULL;
316  if (keepGoing) {
317  SDL_Log("Waiting for attach\n");
318  }
319  while (keepGoing) {
320  SDL_WaitEvent(&event);
321  if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
322  || (event.type == SDL_MOUSEBUTTONDOWN)) {
323  keepGoing = SDL_FALSE;
324  } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
325  gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
326  if (gamecontroller != NULL) {
328  }
329  break;
330  }
331  }
332  }
333  }
334  }
335 
337 
338  return retcode;
339 }
340 
341 #else
342 
343 int
344 main(int argc, char *argv[])
345 {
346  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
347  exit(1);
348 }
349 
350 #endif
SDL_bool done
GLenum GLenum dst
#define SDL_WINDOWPOS_CENTERED
Definition: SDL_video.h:136
#define SDL_PollEvent
#define SDL_GetError
SDL_bool WatchGameController(SDL_GameController *gamecontroller)
SDL_Texture * button
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:543
#define SDL_LoadBMP(file)
Definition: SDL_surface.h:186
#define SDL_INIT_JOYSTICK
Definition: SDL.h:78
#define SDL_IsGameController
#define SDL_GameControllerGetAttached
Uint8 BytesPerPixel
Definition: SDL_pixels.h:318
#define SDL_GameControllerOpen
static SDL_Window * window
GLenum GLenum GLuint texture
#define SDL_QuitSubSystem
static SDL_Texture * LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
#define SDL_JoystickNameForIndex
A collection of pixels used in software blitting.
Definition: SDL_surface.h:69
#define SCREEN_HEIGHT
#define SDL_GameControllerGetJoystick
#define SDL_GameControllerName
#define SDL_NumJoysticks
#define SDL_CreateWindow
GLuint const GLchar * name
SDL_Texture * axis
SDL_Texture * background
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:159
SDL_GameControllerButton
#define SDL_JoystickGetGUIDString
#define SDL_JoystickInstanceID
void loop(void *arg)
#define SDL_JoystickGetDeviceGUID
#define SDL_LogError
int y
#define SDL_RenderCopy
#define SCREEN_WIDTH
SDL_bool retval
#define SDL_Log
#define SDL_CreateTextureFromSurface
#define SDL_GameControllerFromInstanceID
GLsizei const GLfloat * value
void * pixels
Definition: SDL_surface.h:75
#define SDL_FreeSurface
static SDL_Renderer * renderer
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:143
struct _cl_event * event
Uint8 BitsPerPixel
Definition: SDL_pixels.h:317
void SDL_free(void *mem)
#define SDL_RenderSetLogicalSize
#define SDL_RaiseWindow
static const struct @40 button_positions[]
double angle
#define SDL_SetColorKey
#define SDL_SetTextureColorMod
SDL_Keysym keysym
Definition: SDL_events.h:199
#define SDL_GameControllerClose
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define SDL_assert(condition)
Definition: SDL_assert.h:167
#define SDL_LogSetPriority
#define NULL
Definition: begin_code.h:143
SDL_bool
Definition: SDL_stdinc.h:130
#define SDL_GameControllerGetButton
SDL_PixelFormat * format
Definition: SDL_surface.h:72
#define SDL_WaitEvent
#define SDL_RenderClear
SDL_KeyboardEvent key
Definition: SDL_events.h:530
#define SDL_strlen
The type used to identify a window.
Definition: SDL_sysvideo.h:71
#define SDL_RenderCopyEx
SDL_Keycode sym
Definition: SDL_keyboard.h:50
GLfloat angle
#define SDL_GameControllerNameForIndex
#define SDL_snprintf
#define SDL_Init
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:80
General event structure.
Definition: SDL_events.h:525
#define SDL_malloc
#define SDL_SetRenderDrawColor
SDL_Palette * palette
Definition: SDL_pixels.h:316
#define SDL_GameControllerGetAxis
#define SDL_GameControllerAddMappingsFromFile(file)
#define SDL_DestroyRenderer
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_ALPHA_OPAQUE
Definition: SDL_pixels.h:46
int x
SDL_Renderer * screen
#define SDL_DestroyWindow
SDL_GameControllerAxis
#define SDL_INIT_VIDEO
Definition: SDL.h:77
#define SDL_CreateRenderer
int main(int argc, char *argv[])
A rectangle, with the origin at the upper left.
Definition: SDL_rect.h:64
static const struct @41 axis_positions[]
int16_t Sint16
A signed 16-bit integer type.
Definition: SDL_stdinc.h:147
#define SDL_RenderPresent
Uint32 type
Definition: SDL_events.h:527