SDL  2.0
testgamecontroller.c
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1 /*
2  Copyright (C) 1997-2018 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  {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 
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  }
84  }
85 
86  texture = SDL_CreateTextureFromSurface(renderer, temp);
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 
97 void
98 loop(void *arg)
99 {
101  int i;
102  SDL_GameController *gamecontroller = (SDL_GameController *)arg;
103 
104  /* blank screen, set up for drawing this frame. */
105  SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
106  SDL_RenderClear(screen);
107  SDL_RenderCopy(screen, background, NULL, NULL);
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  break;
118  case SDL_KEYDOWN:
119  if (event.key.keysym.sym != SDLK_ESCAPE) {
120  break;
121  }
122  /* Fall through to signal quit */
123  case SDL_QUIT:
124  done = SDL_TRUE;
125  break;
126  default:
127  break;
128  }
129  }
130 
131  /* Update visual controller state */
132  for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
134  const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
135  SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
136  }
137  }
138 
139  for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
140  const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
141  const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
142  if (value < -deadzone) {
143  const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
144  const double angle = axis_positions[i].angle;
145  SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
146  } else if (value > deadzone) {
147  const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
148  const double angle = axis_positions[i].angle + 180.0;
149  SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
150  }
151  }
152 
153  SDL_RenderPresent(screen);
154 
155  if (!SDL_GameControllerGetAttached(gamecontroller)) {
156  done = SDL_TRUE;
157  retval = SDL_TRUE; /* keep going, wait for reattach. */
158  }
159 
160 #ifdef __EMSCRIPTEN__
161  if (done) {
162  emscripten_cancel_main_loop();
163  }
164 #endif
165 }
166 
167 SDL_bool
168 WatchGameController(SDL_GameController * gamecontroller)
169 {
170  const char *name = SDL_GameControllerName(gamecontroller);
171  const char *basetitle = "Game Controller Test: ";
172  const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
173  char *title = (char *)SDL_malloc(titlelen);
175 
176  retval = SDL_FALSE;
177  done = SDL_FALSE;
178 
179  if (title) {
180  SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
181  }
182 
183  /* Create a window to display controller state */
186  SCREEN_HEIGHT, 0);
187  SDL_free(title);
188  title = NULL;
189  if (window == NULL) {
190  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
191  return SDL_FALSE;
192  }
193 
194  screen = SDL_CreateRenderer(window, -1, 0);
195  if (screen == NULL) {
196  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
197  SDL_DestroyWindow(window);
198  return SDL_FALSE;
199  }
200 
201  SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
202  SDL_RenderClear(screen);
203  SDL_RenderPresent(screen);
204  SDL_RaiseWindow(window);
205 
206  /* scale for platforms that don't give you the window size you asked for. */
208 
209  background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
210  button = LoadTexture(screen, "button.bmp", SDL_TRUE);
211  axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
212 
213  if (!background || !button || !axis) {
214  SDL_DestroyRenderer(screen);
215  SDL_DestroyWindow(window);
216  return SDL_FALSE;
217  }
218  SDL_SetTextureColorMod(button, 10, 255, 21);
219  SDL_SetTextureColorMod(axis, 10, 255, 21);
220 
221  /* !!! FIXME: */
222  /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
223 
224  /* Print info about the controller we are watching */
225  SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
226 
227  /* Loop, getting controller events! */
228 #ifdef __EMSCRIPTEN__
229  emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
230 #else
231  while (!done) {
232  loop(gamecontroller);
233  }
234 #endif
235 
236  SDL_DestroyRenderer(screen);
237  screen = NULL;
238  background = NULL;
239  button = NULL;
240  axis = NULL;
241  SDL_DestroyWindow(window);
242  return retval;
243 }
244 
245 int
246 main(int argc, char *argv[])
247 {
248  int i;
249  int nController = 0;
250  int retcode = 0;
251  char guid[64];
252  SDL_GameController *gamecontroller;
253 
254  /* Enable standard application logging */
256 
257  /* Initialize SDL (Note: video is required to start event loop) */
259  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
260  return 1;
261  }
262 
263  SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
264 
265  /* Print information about the mappings */
266  if (!argv[1]) {
267  SDL_Log("Supported mappings:\n");
268  for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
270  if (mapping) {
271  SDL_Log("\t%s\n", mapping);
272  SDL_free(mapping);
273  }
274  }
275  SDL_Log("\n");
276  }
277 
278  /* Print information about the controller */
279  for (i = 0; i < SDL_NumJoysticks(); ++i) {
280  const char *name;
281  const char *description;
282 
284  guid, sizeof (guid));
285 
286  if ( SDL_IsGameController(i) )
287  {
288  nController++;
290  description = "Controller";
291  } else {
292  name = SDL_JoystickNameForIndex(i);
293  description = "Joystick";
294  }
295  SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x)\n",
296  description, i, name ? name : "Unknown", guid,
298  }
299  SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
300 
301  if (argv[1]) {
302  SDL_bool reportederror = SDL_FALSE;
303  SDL_bool keepGoing = SDL_TRUE;
305  int device = atoi(argv[1]);
306  if (device >= SDL_NumJoysticks()) {
307  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
308  retcode = 1;
309  } else {
311  guid, sizeof (guid));
312  SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
313  gamecontroller = SDL_GameControllerOpen(device);
314 
315  if (gamecontroller != NULL) {
317  }
318 
319  while (keepGoing) {
320  if (gamecontroller == NULL) {
321  if (!reportederror) {
322  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
323  retcode = 1;
324  keepGoing = SDL_FALSE;
325  reportederror = SDL_TRUE;
326  }
327  } else {
328  reportederror = SDL_FALSE;
329  keepGoing = WatchGameController(gamecontroller);
330  SDL_GameControllerClose(gamecontroller);
331  }
332 
333  gamecontroller = NULL;
334  if (keepGoing) {
335  SDL_Log("Waiting for attach\n");
336  }
337  while (keepGoing) {
338  SDL_WaitEvent(&event);
339  if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
340  || (event.type == SDL_MOUSEBUTTONDOWN)) {
341  keepGoing = SDL_FALSE;
342  } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
343  gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
344  if (gamecontroller != NULL) {
346  }
347  break;
348  }
349  }
350  }
351  }
352  }
353 
355 
356  return retcode;
357 }
358 
359 #else
360 
361 int
362 main(int argc, char *argv[])
363 {
364  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
365  exit(1);
366 }
367 
368 #endif
369 
370 /* vi: set ts=4 sw=4 expandtab: */
SDL_bool done
#define SDL_WINDOWPOS_CENTERED
Definition: SDL_video.h:139
#define SDL_PollEvent
#define SDL_GetError
SDL_ControllerAxisEvent caxis
Definition: SDL_events.h:541
SDL_bool WatchGameController(SDL_GameController *gamecontroller)
SDL_Texture * button
GLenum GLenum dst
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:543
#define SDL_LoadBMP(file)
Definition: SDL_surface.h:200
#define SDL_INIT_JOYSTICK
Definition: SDL.h:79
#define SDL_IsGameController
#define SDL_GameControllerGetAttached
Uint8 BytesPerPixel
Definition: SDL_pixels.h:320
#define SDL_GameControllerOpen
#define SDL_GameControllerGetStringForButton
#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_GameControllerNumMappings
#define SDL_GameControllerGetJoystick
#define SDL_GameControllerName
#define SDL_NumJoysticks
#define SDL_CreateWindow
SDL_Texture * axis
SDL_Texture * background
SDL_GameControllerButton
#define SDL_JoystickGetGUIDString
#define SDL_JoystickInstanceID
void loop(void *arg)
GLuint const GLchar * name
#define SDL_JoystickGetDeviceGUID
#define SDL_LogError
int y
static SDL_AudioDeviceID device
Definition: loopwave.c:37
#define SDL_RenderCopy
#define SCREEN_WIDTH
SDL_bool retval
#define SDL_Log
GLenum GLenum GLuint texture
#define SDL_CreateTextureFromSurface
#define SDL_GameControllerGetStringForAxis
#define SDL_GameControllerFromInstanceID
void * pixels
Definition: SDL_surface.h:75
#define SDL_FreeSurface
static SDL_Renderer * renderer
uint8_t Uint8
Definition: SDL_stdinc.h:157
#define SDL_free
struct _cl_event * event
#define SDL_RenderSetLogicalSize
#define SDL_RaiseWindow
static const struct @55 axis_positions[]
GLsizei const GLfloat * value
double angle
#define SDL_SetColorKey
static const struct @54 button_positions[]
#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:169
#define SDL_LogSetPriority
#define NULL
Definition: begin_code.h:164
#define SDL_GameControllerMappingForIndex
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_GameControllerGetButton
SDL_PixelFormat * format
Definition: SDL_surface.h:72
#define SDL_WaitEvent
#define SDL_RenderClear
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
SDL_KeyboardEvent key
Definition: SDL_events.h:530
SDL_ControllerButtonEvent cbutton
Definition: SDL_events.h:542
#define SDL_strlen
The type used to identify a window.
Definition: SDL_sysvideo.h:73
#define SDL_RenderCopyEx
SDL_Keycode sym
Definition: SDL_keyboard.h:50
GLfloat angle
#define SDL_GameControllerNameForIndex
#define SDL_snprintf
#define SDL_Init
GLenum GLenum GLenum GLenum mapping
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:81
General event structure.
Definition: SDL_events.h:525
#define SDL_malloc
#define SDL_SetRenderDrawColor
#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
#define SDL_JoystickGetDeviceVendor
SDL_Renderer * screen
#define SDL_DestroyWindow
SDL_GameControllerAxis
#define SDL_INIT_VIDEO
Definition: SDL.h:78
#define SDL_CreateRenderer
int main(int argc, char *argv[])
A rectangle, with the origin at the upper left.
Definition: SDL_rect.h:64
int16_t Sint16
Definition: SDL_stdinc.h:163
#define SDL_RenderPresent
Uint32 type
Definition: SDL_events.h:527
#define SDL_JoystickGetDeviceProduct