SDL 2.0
testgamecontroller.c
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1/*
2 Copyright (C) 1997-2019 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. */
36static 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. */
55static 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
68
69static SDL_Texture *
70LoadTexture(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 }
84 }
85
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
97void
98loop(void *arg)
99{
101 int i;
102 SDL_GameController *gamecontroller = (SDL_GameController *)arg;
103
104 /* blank screen, set up for drawing this frame. */
108
109 while (SDL_PollEvent(&event)) {
110 switch (event.type) {
112 SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
113 break;
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) {
139 const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
141 }
142 }
143
144 for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
145 const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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;
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;
155 }
156 }
157
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
173WatchGameController(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);
180
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 */
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
200 if (screen == NULL) {
201 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
203 return SDL_FALSE;
204 }
205
210
211 /* scale for platforms that don't give you the window size you asked for. */
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) {
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
242 screen = NULL;
244 button = NULL;
245 axis = NULL;
247 return retval;
248}
249
250int
251main(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 */
261
262 /* Initialize SDL (Note: video is required to start event loop) */
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) {
275 if (mapping) {
276 SDL_Log("\t%s\n", 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
289 guid, sizeof (guid));
290
291 if ( SDL_IsGameController(i) )
292 {
293 nController++;
295 description = "Controller";
296 } else {
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,
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;
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 {
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) {
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) {
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) {
351 }
352 break;
353 }
354 }
355 }
356 }
357 }
358
360
361 return retcode;
362}
363
364#else
365
366int
367main(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: */
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:82
#define SDL_INIT_JOYSTICK
Definition: SDL.h:80
#define SDL_INIT_VIDEO
Definition: SDL.h:79
#define SDL_assert(condition)
Definition: SDL_assert.h:169
#define SDL_GameControllerNumMappings
#define SDL_RenderPresent
#define SDL_SetColorKey
#define SDL_DestroyWindow
#define SDL_GetError
#define SDL_GameControllerGetJoystick
#define SDL_JoystickGetDeviceProduct
#define SDL_PollEvent
#define SDL_DestroyRenderer
#define SDL_JoystickGetDeviceVendor
#define SDL_SetRenderDrawColor
#define SDL_CreateTextureFromSurface
#define SDL_GameControllerRumble
#define SDL_CreateWindow
#define SDL_GameControllerClose
#define SDL_JoystickNameForIndex
#define SDL_RenderCopyEx
#define SDL_RenderSetLogicalSize
#define SDL_GameControllerGetAttached
#define SDL_JoystickGetGUIDString
#define SDL_NumJoysticks
#define SDL_GameControllerGetStringForButton
#define SDL_CreateRenderer
#define SDL_malloc
#define SDL_GameControllerNameForIndex
#define SDL_strlen
#define SDL_JoystickGetDeviceGUID
#define SDL_LogSetPriority
#define SDL_RenderClear
#define SDL_LogError
#define SDL_RaiseWindow
#define SDL_free
#define SDL_GameControllerName
#define SDL_GameControllerOpen
#define SDL_RenderCopy
#define SDL_FreeSurface
#define SDL_GameControllerGetStringForAxis
#define SDL_Init
#define SDL_SetTextureColorMod
#define SDL_GameControllerMappingForIndex
#define SDL_GameControllerGetButton
#define SDL_JoystickInstanceID
#define SDL_Log
#define SDL_snprintf
#define SDL_QuitSubSystem
#define SDL_WaitEvent
#define SDL_GameControllerGetAxis
#define SDL_IsGameController
#define SDL_GameControllerFromInstanceID
@ SDL_QUIT
Definition: SDL_events.h:60
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
@ SDL_MOUSEBUTTONDOWN
Definition: SDL_events.h:106
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
@ SDL_FINGERDOWN
Definition: SDL_events.h:128
@ SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:121
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
@ SDL_KEYDOWN
Definition: SDL_events.h:96
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_GameControllerAddMappingsFromFile(file)
SDL_GameControllerAxis
@ SDL_CONTROLLER_AXIS_MAX
SDL_GameControllerButton
@ SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_A
@ SDLK_ESCAPE
Definition: SDL_keycode.h:55
@ SDL_LOG_PRIORITY_INFO
Definition: SDL_log.h:106
@ SDL_LOG_CATEGORY_APPLICATION
Definition: SDL_log.h:66
struct _cl_event * event
GLenum GLenum dst
GLuint const GLchar * name
GLfloat angle
GLenum GLenum GLenum GLenum mapping
GLenum GLenum GLuint texture
GLsizei const GLfloat * value
#define SDL_ALPHA_OPAQUE
Definition: SDL_pixels.h:46
@ SDL_FLIP_NONE
Definition: SDL_render.h:113
SDL_bool
Definition: SDL_stdinc.h:162
@ SDL_TRUE
Definition: SDL_stdinc.h:164
@ SDL_FALSE
Definition: SDL_stdinc.h:163
int16_t Sint16
Definition: SDL_stdinc.h:185
uint8_t Uint8
Definition: SDL_stdinc.h:179
#define SDL_LoadBMP(file)
Definition: SDL_surface.h:201
#define SDL_WINDOWPOS_CENTERED
Definition: SDL_video.h:139
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 NULL
Definition: begin_code.h:167
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
static SDL_AudioDeviceID device
Definition: loopwave.c:37
Uint8 BytesPerPixel
Definition: SDL_pixels.h:320
A rectangle, with the origin at the upper left (integer).
Definition: SDL_rect.h:78
A collection of pixels used in software blitting.
Definition: SDL_surface.h:71
SDL_PixelFormat * format
Definition: SDL_surface.h:73
void * pixels
Definition: SDL_surface.h:76
The type used to identify a window.
Definition: SDL_sysvideo.h:74
static SDL_Renderer * renderer
SDL_bool WatchGameController(SDL_GameController *gamecontroller)
static const struct @288 button_positions[]
SDL_Texture * button
int y
int main(int argc, char *argv[])
SDL_Texture * axis
#define SCREEN_WIDTH
SDL_Renderer * screen
SDL_bool retval
int x
#define SCREEN_HEIGHT
double angle
static SDL_Texture * LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
SDL_Texture * background
SDL_bool done
static const struct @289 axis_positions[]
void loop(void *arg)
General event structure.
Definition: SDL_events.h:558