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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/test/testgamecontroller.c
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/test/testgamecontroller.c')
-rw-r--r--3rdparty/SDL2/test/testgamecontroller.c348
1 files changed, 348 insertions, 0 deletions
diff --git a/3rdparty/SDL2/test/testgamecontroller.c b/3rdparty/SDL2/test/testgamecontroller.c
new file mode 100644
index 00000000000..ec1dfd32293
--- /dev/null
+++ b/3rdparty/SDL2/test/testgamecontroller.c
@@ -0,0 +1,348 @@
+/*
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely.
+*/
+
+/* Simple program to test the SDL game controller routines */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "SDL.h"
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten/emscripten.h>
+#endif
+
+#ifndef SDL_JOYSTICK_DISABLED
+
+#ifdef __IPHONEOS__
+#define SCREEN_WIDTH 480
+#define SCREEN_HEIGHT 320
+#else
+#define SCREEN_WIDTH 512
+#define SCREEN_HEIGHT 317
+#endif
+
+/* 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 */
+};
+
+SDL_Renderer *screen = NULL;
+SDL_bool retval = SDL_FALSE;
+SDL_bool done = SDL_FALSE;
+SDL_Texture *background, *button, *axis;
+
+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) {
+ if (temp->format->BytesPerPixel == 1) {
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
+ } else {
+ 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;
+}
+
+void
+loop(void *arg)
+{
+ SDL_Event event;
+ int i;
+ SDL_GameController *gamecontroller = (SDL_GameController *)arg;
+
+ /* blank screen, set up for drawing this frame. */
+ SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
+ SDL_RenderClear(screen);
+ SDL_RenderCopy(screen, background, NULL, NULL);
+
+ while (SDL_PollEvent(&event)) {
+ switch (event.type) {
+ case SDL_KEYDOWN:
+ if (event.key.keysym.sym != SDLK_ESCAPE) {
+ break;
+ }
+ /* Fall through to signal quit */
+ case SDL_QUIT:
+ done = SDL_TRUE;
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Update visual controller state */
+ for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
+ if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
+ const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
+ SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
+ }
+ }
+
+ 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);
+ }
+ }
+
+ SDL_RenderPresent(screen);
+
+ if (!SDL_GameControllerGetAttached(gamecontroller)) {
+ done = SDL_TRUE;
+ retval = SDL_TRUE; /* keep going, wait for reattach. */
+ }
+
+#ifdef __EMSCRIPTEN__
+ if (done) {
+ emscripten_cancel_main_loop();
+ }
+#endif
+}
+
+SDL_bool
+WatchGameController(SDL_GameController * gamecontroller)
+{
+ 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_Window *window = NULL;
+
+ retval = SDL_FALSE;
+ done = SDL_FALSE;
+
+ if (title) {
+ SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
+ }
+
+ /* Create a window to display controller state */
+ window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
+ SCREEN_HEIGHT, 0);
+ if (window == NULL) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
+ return SDL_FALSE;
+ }
+
+ screen = SDL_CreateRenderer(window, -1, 0);
+ if (screen == NULL) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
+ SDL_DestroyWindow(window);
+ return SDL_FALSE;
+ }
+
+ SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
+ SDL_RenderClear(screen);
+ SDL_RenderPresent(screen);
+ SDL_RaiseWindow(window);
+
+ /* scale for platforms that don't give you the window size you asked for. */
+ SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
+
+ 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");
+
+ /* Loop, getting controller events! */
+#ifdef __EMSCRIPTEN__
+ emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
+#else
+ while (!done) {
+ loop(gamecontroller);
+ }
+#endif
+
+ SDL_DestroyRenderer(screen);
+ screen = NULL;
+ background = NULL;
+ button = NULL;
+ axis = NULL;
+ SDL_DestroyWindow(window);
+ return retval;
+}
+
+int
+main(int argc, char *argv[])
+{
+ int i;
+ int nController = 0;
+ int retcode = 0;
+ char guid[64];
+ SDL_GameController *gamecontroller;
+
+ /* Enable standard application logging */
+ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
+
+ /* Initialize SDL (Note: video is required to start event loop) */
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
+
+ /* Print information about the controller */
+ for (i = 0; i < SDL_NumJoysticks(); ++i) {
+ const char *name;
+ const char *description;
+
+ SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
+ guid, sizeof (guid));
+
+ if ( SDL_IsGameController(i) )
+ {
+ nController++;
+ name = SDL_GameControllerNameForIndex(i);
+ description = "Controller";
+ } else {
+ name = SDL_JoystickNameForIndex(i);
+ description = "Joystick";
+ }
+ SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
+ }
+ SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
+
+ if (argv[1]) {
+ SDL_bool reportederror = SDL_FALSE;
+ SDL_bool keepGoing = SDL_TRUE;
+ SDL_Event event;
+ int device = atoi(argv[1]);
+ if (device >= SDL_NumJoysticks()) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
+ retcode = 1;
+ } else {
+ SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
+ guid, sizeof (guid));
+ SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
+ gamecontroller = SDL_GameControllerOpen(device);
+
+ if (gamecontroller != NULL) {
+ SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
+ }
+
+ while (keepGoing) {
+ if (gamecontroller == NULL) {
+ if (!reportederror) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
+ retcode = 1;
+ keepGoing = SDL_FALSE;
+ reportederror = SDL_TRUE;
+ }
+ } else {
+ reportederror = SDL_FALSE;
+ keepGoing = WatchGameController(gamecontroller);
+ SDL_GameControllerClose(gamecontroller);
+ }
+
+ gamecontroller = NULL;
+ if (keepGoing) {
+ SDL_Log("Waiting for attach\n");
+ }
+ while (keepGoing) {
+ SDL_WaitEvent(&event);
+ if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
+ || (event.type == SDL_MOUSEBUTTONDOWN)) {
+ keepGoing = SDL_FALSE;
+ } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
+ gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
+ if (gamecontroller != NULL) {
+ SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
+
+ return retcode;
+}
+
+#else
+
+int
+main(int argc, char *argv[])
+{
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
+ exit(1);
+}
+
+#endif