SDL 2.0
testgamecontroller.c File Reference
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
+ Include dependency graph for testgamecontroller.c:

Go to the source code of this file.

Macros

#define SCREEN_WIDTH   512
 
#define SCREEN_HEIGHT   320
 

Functions

static SDL_TextureLoadTexture (SDL_Renderer *renderer, const char *file, SDL_bool transparent)
 
void loop (void *arg)
 
SDL_bool WatchGameController (SDL_GameController *gamecontroller)
 
int main (int argc, char *argv[])
 

Variables

struct {
   int   x
 
   int   y
 
button_positions []
 
struct {
   int   x
 
   int   y
 
   double   angle
 
axis_positions []
 
SDL_Rendererscreen = NULL
 
SDL_bool retval = SDL_FALSE
 
SDL_bool done = SDL_FALSE
 
SDL_Texturebackground
 
SDL_Texturebutton
 
SDL_Textureaxis
 

Macro Definition Documentation

◆ SCREEN_HEIGHT

#define SCREEN_HEIGHT   320

Definition at line 32 of file testgamecontroller.c.

◆ SCREEN_WIDTH

#define SCREEN_WIDTH   512

Definition at line 31 of file testgamecontroller.c.

Function Documentation

◆ LoadTexture()

static SDL_Texture * LoadTexture ( SDL_Renderer renderer,
const char *  file,
SDL_bool  transparent 
)
static

Definition at line 70 of file testgamecontroller.c.

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}
#define SDL_SetColorKey
#define SDL_GetError
#define SDL_CreateTextureFromSurface
#define SDL_LogError
#define SDL_FreeSurface
@ SDL_LOG_CATEGORY_APPLICATION
Definition: SDL_log.h:66
GLenum GLenum GLuint texture
@ SDL_TRUE
Definition: SDL_stdinc.h:164
uint8_t Uint8
Definition: SDL_stdinc.h:179
#define SDL_LoadBMP(file)
Definition: SDL_surface.h:201
#define NULL
Definition: begin_code.h:167
Uint8 BytesPerPixel
Definition: SDL_pixels.h:320
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
static SDL_Renderer * renderer

References SDL_PixelFormat::BytesPerPixel, SDL_Surface::format, NULL, SDL_Surface::pixels, renderer, SDL_CreateTextureFromSurface, SDL_FreeSurface, SDL_GetError, SDL_LoadBMP, SDL_LOG_CATEGORY_APPLICATION, SDL_LogError, SDL_SetColorKey, and SDL_TRUE.

Referenced by WatchGameController().

◆ loop()

void loop ( void arg)

Definition at line 98 of file testgamecontroller.c.

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}
#define SDL_RenderPresent
#define SDL_PollEvent
#define SDL_SetRenderDrawColor
#define SDL_GameControllerRumble
#define SDL_RenderCopyEx
#define SDL_GameControllerGetAttached
#define SDL_GameControllerGetStringForButton
#define SDL_RenderClear
#define SDL_RenderCopy
#define SDL_GameControllerGetStringForAxis
#define SDL_GameControllerGetButton
#define SDL_Log
#define SDL_GameControllerGetAxis
@ SDL_QUIT
Definition: SDL_events.h:60
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
@ 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
SDL_GameControllerAxis
@ SDL_CONTROLLER_AXIS_MAX
SDL_GameControllerButton
@ SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_A
@ SDLK_ESCAPE
Definition: SDL_keycode.h:55
struct _cl_event * event
GLenum GLenum dst
GLfloat angle
GLsizei const GLfloat * value
#define SDL_ALPHA_OPAQUE
Definition: SDL_pixels.h:46
@ SDL_FLIP_NONE
Definition: SDL_render.h:113
int16_t Sint16
Definition: SDL_stdinc.h:185
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
A rectangle, with the origin at the upper left (integer).
Definition: SDL_rect.h:78
static const struct @288 button_positions[]
SDL_Texture * button
SDL_Texture * axis
SDL_Renderer * screen
SDL_bool retval
SDL_Texture * background
SDL_bool done
static const struct @289 axis_positions[]
General event structure.
Definition: SDL_events.h:558

References axis, axis_positions, background, button, button_positions, done, i, NULL, retval, screen, SDL_ALPHA_OPAQUE, SDL_CONTROLLER_AXIS_MAX, SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_MAX, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP, SDL_FLIP_NONE, SDL_GameControllerGetAttached, SDL_GameControllerGetAxis, SDL_GameControllerGetButton, SDL_GameControllerGetStringForAxis, SDL_GameControllerGetStringForButton, SDL_GameControllerRumble, SDL_KEYDOWN, SDL_Log, SDL_PollEvent, SDL_PRESSED, SDL_QUIT, SDL_RenderClear, SDL_RenderCopy, SDL_RenderCopyEx, SDL_RenderPresent, SDL_SetRenderDrawColor, SDL_TRUE, and SDLK_ESCAPE.

Referenced by WatchGameController().

◆ main()

int main ( int  argc,
char *  argv[] 
)

Definition at line 251 of file testgamecontroller.c.

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}
#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_GameControllerGetJoystick
#define SDL_JoystickGetDeviceProduct
#define SDL_JoystickGetDeviceVendor
#define SDL_GameControllerClose
#define SDL_JoystickNameForIndex
#define SDL_JoystickGetGUIDString
#define SDL_NumJoysticks
#define SDL_GameControllerNameForIndex
#define SDL_JoystickGetDeviceGUID
#define SDL_LogSetPriority
#define SDL_free
#define SDL_GameControllerOpen
#define SDL_Init
#define SDL_GameControllerMappingForIndex
#define SDL_JoystickInstanceID
#define SDL_QuitSubSystem
#define SDL_WaitEvent
#define SDL_IsGameController
#define SDL_GameControllerFromInstanceID
@ SDL_MOUSEBUTTONDOWN
Definition: SDL_events.h:106
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
@ SDL_FINGERDOWN
Definition: SDL_events.h:128
#define SDL_GameControllerAddMappingsFromFile(file)
@ SDL_LOG_PRIORITY_INFO
Definition: SDL_log.h:106
GLuint const GLchar * name
GLenum GLenum GLenum GLenum mapping
SDL_bool
Definition: SDL_stdinc.h:162
@ SDL_FALSE
Definition: SDL_stdinc.h:163
static SDL_AudioDeviceID device
Definition: loopwave.c:37
SDL_bool WatchGameController(SDL_GameController *gamecontroller)

References device, i, NULL, SDL_assert, SDL_CONTROLLERDEVICEADDED, SDL_FALSE, SDL_FINGERDOWN, SDL_free, SDL_GameControllerAddMappingsFromFile, SDL_GameControllerClose, SDL_GameControllerFromInstanceID, SDL_GameControllerGetJoystick, SDL_GameControllerMappingForIndex, SDL_GameControllerNameForIndex, SDL_GameControllerNumMappings, SDL_GameControllerOpen, SDL_GetError, SDL_Init, SDL_INIT_GAMECONTROLLER, SDL_INIT_JOYSTICK, SDL_INIT_VIDEO, SDL_IsGameController, SDL_JoystickGetDeviceGUID, SDL_JoystickGetDeviceProduct, SDL_JoystickGetDeviceVendor, SDL_JoystickGetGUIDString, SDL_JoystickInstanceID, SDL_JoystickNameForIndex, SDL_Log, SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, SDL_LogError, SDL_LogSetPriority, SDL_MOUSEBUTTONDOWN, SDL_NumJoysticks, SDL_QUIT, SDL_QuitSubSystem, SDL_TRUE, SDL_WaitEvent, and WatchGameController().

◆ WatchGameController()

SDL_bool WatchGameController ( SDL_GameController *  gamecontroller)

Definition at line 173 of file testgamecontroller.c.

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}
#define SDL_DestroyWindow
#define SDL_DestroyRenderer
#define SDL_CreateWindow
#define SDL_RenderSetLogicalSize
#define SDL_CreateRenderer
#define SDL_malloc
#define SDL_strlen
#define SDL_RaiseWindow
#define SDL_GameControllerName
#define SDL_SetTextureColorMod
#define SDL_snprintf
#define SDL_WINDOWPOS_CENTERED
Definition: SDL_video.h:139
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
The type used to identify a window.
Definition: SDL_sysvideo.h:74
#define SCREEN_WIDTH
#define SCREEN_HEIGHT
static SDL_Texture * LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
void loop(void *arg)

References axis, background, button, done, LoadTexture(), loop(), NULL, retval, screen, SCREEN_HEIGHT, SCREEN_WIDTH, SDL_ALPHA_OPAQUE, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DestroyWindow, SDL_FALSE, SDL_free, SDL_GameControllerName, SDL_GetError, SDL_Log, SDL_LOG_CATEGORY_APPLICATION, SDL_LogError, SDL_malloc, SDL_RaiseWindow, SDL_RenderClear, SDL_RenderPresent, SDL_RenderSetLogicalSize, SDL_SetRenderDrawColor, SDL_SetTextureColorMod, SDL_snprintf, SDL_strlen, SDL_TRUE, and SDL_WINDOWPOS_CENTERED.

Referenced by main().

Variable Documentation

◆ angle

double angle

Definition at line 55 of file testgamecontroller.c.

◆ axis

◆ 

const struct { ... } axis_positions[]
Initial value:
= {
{74, 153, 270.0},
{74, 153, 0.0},
{306, 231, 270.0},
{306, 231, 0.0},
{91, -20, 0.0},
{375, -20, 0.0},
}

Referenced by loop().

◆ background

SDL_Texture* background

Definition at line 67 of file testgamecontroller.c.

Referenced by loop(), WatchGameController(), and WatchJoystick().

◆ button

◆ 

const struct { ... } button_positions[]
Initial value:
= {
{387, 167},
{431, 132},
{342, 132},
{389, 101},
{174, 132},
{233, 132},
{289, 132},
{75, 154},
{305, 230},
{77, 40},
{396, 36},
{154, 188},
{154, 249},
{116, 217},
{186, 217},
}

Referenced by loop().

◆ done

Definition at line 66 of file testgamecontroller.c.

Referenced by loop(), and WatchGameController().

◆ retval

SDL_bool retval = SDL_FALSE

Definition at line 65 of file testgamecontroller.c.

Referenced by add_audio_device(), AllocateRenderCommand(), AllocateVertexGap(), FlushRenderCommands(), get_sdlapi_entry(), IMA_ADPCM_DecodeBlockData(), loop(), main(), PrepQueueCmdDraw(), QueueCmdCopy(), QueueCmdCopyEx(), QueueCmdDrawLines(), QueueCmdDrawPoints(), QueueCmdFillRects(), QueueCmdSetClipRect(), QueueCmdSetDrawColor(), QueueCmdSetViewport(), render(), RenderDrawLinesWithRects(), RenderDrawLinesWithRectsF(), RenderDrawPointsWithRects(), RenderDrawPointsWithRectsF(), SDL_AllocateRenderVertices(), SDL_AtomicCAS(), SDL_AtomicCASPtr(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_CondBroadcast(), SDL_CondSignal(), SDL_CondWaitTimeout(), SDL_GetAudioDeviceName(), SDL_GetNumAudioDevices(), SDL_GetPowerInfo(), SDL_GetQueuedAudioSize(), SDL_GL_LoadLibrary(), SDL_GL_MakeCurrent(), SDL_GL_SetAttribute(), SDL_JoystickGetBall(), SDL_NewAudioStream(), SDL_RenderClear(), SDL_RenderCopyExF(), SDL_RenderCopyF(), SDL_RenderDrawLines(), SDL_RenderDrawLinesF(), SDL_RenderDrawPoints(), SDL_RenderDrawPointsF(), SDL_RenderFillRects(), SDL_RenderFillRectsF(), SDL_RenderSetClipRect(), SDL_RenderSetViewport(), SDL_ResampleAudioStream(), SDL_ReserveSpaceInDataQueue(), SDL_SemPost(), SDL_SemTryWait(), SDL_SemWait(), SDL_SemWaitTimeout(), SDL_SetWindowOpacity(), SDL_ShowMessageBox(), SDL_SIMDAlloc(), SDL_snprintf(), SDL_TryLockMutex(), SDL_utf8strlen(), SDL_vsscanf(), SDL_Vulkan_LoadLibrary(), SW_RenderCopyEx(), TestWaitTimeout(), and WatchGameController().

◆ screen

◆ x

int x

Definition at line 36 of file testgamecontroller.c.

◆ y

int y

Definition at line 36 of file testgamecontroller.c.