Bläddra i källkod

Fixed accidental commit

Sam Lantinga 1 år sedan
förälder
incheckning
0103ec1126
1 ändrade filer med 934 tillägg och 87 borttagningar
  1. 934 87
      test/testgamepad.c

+ 934 - 87
test/testgamepad.c

@@ -1,106 +1,869 @@
 /*
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2023 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.
+  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.
-
-   This file is created by : Nitin Jain (nitin.j4\samsung.com)
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely.
 */
 
-/* Sample program:  Draw a Chess Board  by using SDL_CreateSoftwareRenderer API */
+/* Simple program to test the SDL gamepad routines */
+
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+#include <SDL3/SDL_test.h>
+#include "testutils.h"
 
 #ifdef __EMSCRIPTEN__
 #include <emscripten/emscripten.h>
 #endif
 
-#include <SDL3/SDL.h>
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL_test.h>
+#define SCREEN_WIDTH  512
+#define SCREEN_HEIGHT 320
+
+#define BUTTON_SIZE 50
+#define AXIS_SIZE   50
+
+/* This is indexed by SDL_GamepadButton. */
+static const struct
+{
+    int x;
+    int y;
+} button_positions[] = {
+    { 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
+    { 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
+    { 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
+    { 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
+    { 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
+    { 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
+    { 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
+    { 75, 154 },  /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
+    { 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
+    { 77, 40 },   /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
+    { 396, 36 },  /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
+    { 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
+    { 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
+    { 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
+    { 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
+    { 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
+    { 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
+    { 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
+    { 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
+    { 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
+    { 0, 0 },     /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
+};
+SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
+
+/* This is indexed by SDL_GamepadAxis. */
+static const struct
+{
+    int x;
+    int y;
+    double angle;
+} axis_positions[] = {
+    { 74, 153, 270.0 },  /* LEFTX */
+    { 74, 153, 0.0 },    /* LEFTY */
+    { 306, 231, 270.0 }, /* RIGHTX */
+    { 306, 231, 0.0 },   /* RIGHTY */
+    { 91, -20, 0.0 },    /* TRIGGERLEFT */
+    { 375, -20, 0.0 },   /* TRIGGERRIGHT */
+};
+SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
+
+/* This is indexed by SDL_JoystickPowerLevel + 1. */
+static const char *power_level_strings[] = {
+    "unknown", /* SDL_JOYSTICK_POWER_UNKNOWN */
+    "empty",   /* SDL_JOYSTICK_POWER_EMPTY */
+    "low",     /* SDL_JOYSTICK_POWER_LOW */
+    "medium",  /* SDL_JOYSTICK_POWER_MEDIUM */
+    "full",    /* SDL_JOYSTICK_POWER_FULL */
+    "wired",   /* SDL_JOYSTICK_POWER_WIRED */
+};
+SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
+
+static SDL_Window *window = NULL;
+static SDL_Renderer *screen = NULL;
+static SDL_bool retval = SDL_FALSE;
+static SDL_bool done = SDL_FALSE;
+static SDL_bool set_LED = SDL_FALSE;
+static int trigger_effect = 0;
+static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
+static SDL_Gamepad *gamepad;
+static SDL_Gamepad **gamepads;
+static int num_gamepads = 0;
+static SDL_Joystick *virtual_joystick = NULL;
+static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
+static float virtual_axis_start_x;
+static float virtual_axis_start_y;
+static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
 
-static SDL_Window *window;
-static SDL_Renderer *renderer;
-static SDL_Surface *surface;
-static int done;
 
-static void DrawChessBoard(void)
+static void PrintJoystickInfo(SDL_JoystickID instance_id)
 {
-    int row = 0, column = 0, x = 0;
-    SDL_FRect rect;
-    SDL_Rect darea;
+    char guid[64];
+    const char *name;
+    const char *path;
+    const char *description;
+    const char *mapping = NULL;
 
-    /* Get the Size of drawing surface */
-    SDL_GetRenderViewport(renderer, &darea);
+    SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id), guid, sizeof(guid));
 
-    for (; row < 8; row++) {
-        column = row % 2;
-        x = column;
-        for (; column < 4 + (row % 2); column++) {
-            SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
+    if (SDL_IsGamepad(instance_id)) {
+        name = SDL_GetGamepadInstanceName(instance_id);
+        path = SDL_GetGamepadInstancePath(instance_id);
+        switch (SDL_GetGamepadInstanceType(instance_id)) {
+        case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
+            description = "Amazon Luna Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
+            description = "Google Stadia Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
+        case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
+        case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
+            description = "Nintendo Switch Joy-Con";
+            break;
+        case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
+            description = "Nintendo Switch Pro Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_PS3:
+            description = "PS3 Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_PS4:
+            description = "PS4 Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_PS5:
+            description = "PS5 Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_XBOX360:
+            description = "XBox 360 Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_XBOXONE:
+            description = "XBox One Controller";
+            break;
+        case SDL_GAMEPAD_TYPE_VIRTUAL:
+            description = "Virtual Gamepad";
+            break;
+        default:
+            description = "Gamepad";
+            break;
+        }
+        mapping = SDL_GetGamepadInstanceMapping(instance_id);
+    } else {
+        name = SDL_GetJoystickInstanceName(instance_id);
+        path = SDL_GetJoystickInstancePath(instance_id);
+        description = "Joystick";
+    }
+    SDL_Log("%s: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
+            description, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
+            SDL_GetJoystickInstanceVendor(instance_id),
+            SDL_GetJoystickInstanceProduct(instance_id),
+            SDL_GetJoystickInstancePlayerIndex(instance_id));
+    if (mapping) {
+        SDL_Log("Mapping: %s\n", mapping);
+    }
+}
+
+static void UpdateWindowTitle(void)
+{
+    if (window == NULL) {
+        return;
+    }
 
-            rect.w = (float)(darea.w / 8);
-            rect.h = (float)(darea.h / 8);
-            rect.x = (float)(x * rect.w);
-            rect.y = (float)(row * rect.h);
-            x = x + 2;
-            SDL_RenderFillRect(renderer, &rect);
+    if (gamepad) {
+        const char *name = SDL_GetGamepadName(gamepad);
+        const char *serial = SDL_GetGamepadSerial(gamepad);
+        const char *basetitle = "Gamepad Test: ";
+        const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
+        char *title = (char *)SDL_malloc(titlelen);
 
-            /* Draw a red diagonal line through the upper left rectangle */
-            if (column == 0 && row == 0) {
-                SDL_SetRenderDrawColor(renderer, 0xFF, 0, 0, 0xFF);
-                SDL_RenderLine(renderer, 0, 0, rect.w, rect.h);
+        retval = SDL_FALSE;
+        done = SDL_FALSE;
+
+        if (title) {
+            SDL_strlcpy(title, basetitle, titlelen);
+            if (name) {
+                SDL_strlcat(title, name, titlelen);
+            }
+            if (serial) {
+                SDL_strlcat(title, " (", titlelen);
+                SDL_strlcat(title, serial, titlelen);
+                SDL_strlcat(title, ")", titlelen);
             }
+            SDL_SetWindowTitle(window, title);
+            SDL_free(title);
         }
+    } else {
+        SDL_SetWindowTitle(window, "Waiting for gamepad...");
     }
 }
 
-static void loop(void)
+static const char *GetSensorName(SDL_SensorType sensor)
 {
-    SDL_Event e;
-    while (SDL_PollEvent(&e)) {
+    switch (sensor) {
+    case SDL_SENSOR_ACCEL:
+        return "accelerometer";
+    case SDL_SENSOR_GYRO:
+        return "gyro";
+    case SDL_SENSOR_ACCEL_L:
+        return "accelerometer (L)";
+    case SDL_SENSOR_GYRO_L:
+        return "gyro (L)";
+    case SDL_SENSOR_ACCEL_R:
+        return "accelerometer (R)";
+    case SDL_SENSOR_GYRO_R:
+        return "gyro (R)";
+    default:
+        return "UNKNOWN";
+    }
+}
 
-        /* Re-create when window surface has been resized */
-        if (e.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
+static int FindGamepad(SDL_JoystickID gamepad_id)
+{
+    int i;
 
-            SDL_DestroyRenderer(renderer);
+    for (i = 0; i < num_gamepads; ++i) {
+        if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
+            return i;
+        }
+    }
+    return -1;
+}
+
+static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
+{
+    SDL_Gamepad **new_gamepads;
+    SDL_Gamepad *new_gamepad;
+    Uint16 firmware_version;
+    SDL_SensorType sensors[] = {
+        SDL_SENSOR_ACCEL,
+        SDL_SENSOR_GYRO,
+        SDL_SENSOR_ACCEL_L,
+        SDL_SENSOR_GYRO_L,
+        SDL_SENSOR_ACCEL_R,
+        SDL_SENSOR_GYRO_R
+    };
+    unsigned int i;
+
+    if (FindGamepad(gamepad_id) >= 0) {
+        /* We already have this gamepad */
+        return;
+    }
+
+    new_gamepad = SDL_OpenGamepad(gamepad_id);
+    if (new_gamepad == NULL) {
+        SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
+        return;
+    }
 
-            surface = SDL_GetWindowSurface(window);
-            renderer = SDL_CreateSoftwareRenderer(surface);
-            /* Clear the rendering surface with the specified color */
-            SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
-            SDL_RenderClear(renderer);
+    new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
+    if (new_gamepads == NULL) {
+        SDL_CloseGamepad(gamepad);
+        return;
+    }
+
+    new_gamepads[num_gamepads++] = new_gamepad;
+    gamepads = new_gamepads;
+    gamepad = new_gamepad;
+    trigger_effect = 0;
+
+    if (verbose) {
+        const char *name = SDL_GetGamepadName(gamepad);
+        const char *path = SDL_GetGamepadPath(gamepad);
+        SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
+    }
+
+    firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
+    if (firmware_version) {
+        if (verbose) {
+            SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
         }
+    }
 
-        if (e.type == SDL_EVENT_QUIT) {
-            done = 1;
-#ifdef __EMSCRIPTEN__
-            emscripten_cancel_main_loop();
-#endif
-            return;
+    for (i = 0; i < SDL_arraysize(sensors); ++i) {
+        SDL_SensorType sensor = sensors[i];
+
+        if (SDL_GamepadHasSensor(gamepad, sensor)) {
+            if (verbose) {
+                SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
+            }
+            SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
         }
+    }
 
-        if ((e.type == SDL_EVENT_KEY_DOWN) && (e.key.keysym.sym == SDLK_ESCAPE)) {
-            done = 1;
-#ifdef __EMSCRIPTEN__
-            emscripten_cancel_main_loop();
-#endif
-            return;
+    if (SDL_GamepadHasRumble(gamepad)) {
+        SDL_Log("Rumble supported");
+    }
+
+    if (SDL_GamepadHasRumbleTriggers(gamepad)) {
+        SDL_Log("Trigger rumble supported");
+    }
+
+    UpdateWindowTitle();
+}
+
+static void SetGamepad(SDL_JoystickID gamepad_id)
+{
+    int i = FindGamepad(gamepad_id);
+
+    if (i < 0) {
+        return;
+    }
+
+    if (gamepad != gamepads[i]) {
+        gamepad = gamepads[i];
+        UpdateWindowTitle();
+    }
+}
+
+static void DelGamepad(SDL_JoystickID gamepad_id)
+{
+    int i = FindGamepad(gamepad_id);
+
+    if (i < 0) {
+        return;
+    }
+
+    SDL_CloseGamepad(gamepads[i]);
+
+    --num_gamepads;
+    if (i < num_gamepads) {
+        SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
+    }
+
+    if (num_gamepads > 0) {
+        gamepad = gamepads[0];
+    } else {
+        gamepad = NULL;
+    }
+    UpdateWindowTitle();
+}
+
+static Uint16 ConvertAxisToRumble(Sint16 axisval)
+{
+    /* Only start rumbling if the axis is past the halfway point */
+    const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
+    if (axisval > half_axis) {
+        return (Uint16)(axisval - half_axis) * 4;
+    } else {
+        return 0;
+    }
+}
+
+/* PS5 trigger effect documentation:
+   https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
+*/
+typedef struct
+{
+    Uint8 ucEnableBits1;              /* 0 */
+    Uint8 ucEnableBits2;              /* 1 */
+    Uint8 ucRumbleRight;              /* 2 */
+    Uint8 ucRumbleLeft;               /* 3 */
+    Uint8 ucHeadphoneVolume;          /* 4 */
+    Uint8 ucSpeakerVolume;            /* 5 */
+    Uint8 ucMicrophoneVolume;         /* 6 */
+    Uint8 ucAudioEnableBits;          /* 7 */
+    Uint8 ucMicLightMode;             /* 8 */
+    Uint8 ucAudioMuteBits;            /* 9 */
+    Uint8 rgucRightTriggerEffect[11]; /* 10 */
+    Uint8 rgucLeftTriggerEffect[11];  /* 21 */
+    Uint8 rgucUnknown1[6];            /* 32 */
+    Uint8 ucLedFlags;                 /* 38 */
+    Uint8 rgucUnknown2[2];            /* 39 */
+    Uint8 ucLedAnim;                  /* 41 */
+    Uint8 ucLedBrightness;            /* 42 */
+    Uint8 ucPadLights;                /* 43 */
+    Uint8 ucLedRed;                   /* 44 */
+    Uint8 ucLedGreen;                 /* 45 */
+    Uint8 ucLedBlue;                  /* 46 */
+} DS5EffectsState_t;
+
+static void CyclePS5TriggerEffect(void)
+{
+    DS5EffectsState_t state;
+
+    Uint8 effects[3][11] = {
+        /* Clear trigger effect */
+        { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+        /* Constant resistance across entire trigger pull */
+        { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
+        /* Resistance and vibration when trigger is pulled */
+        { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
+    };
+
+    trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
+
+    SDL_zero(state);
+    state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
+    SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
+    SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
+    SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
+}
+
+static SDL_bool ShowingFront(void)
+{
+    SDL_bool showing_front = SDL_TRUE;
+    int i;
+
+    if (gamepad) {
+        /* Show the back of the gamepad if the paddles are being held */
+        for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
+            if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
+                showing_front = SDL_FALSE;
+                break;
+            }
+        }
+    }
+    if (SDL_GetModState() & SDL_KMOD_SHIFT) {
+        showing_front = SDL_FALSE;
+    }
+    return showing_front;
+}
+
+static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
+{
+    SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
+}
+
+static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
+{
+    SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
+    return 0;
+}
+
+static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
+{
+    SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
+    return 0;
+}
+
+static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
+{
+    SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
+    return 0;
+}
+
+static void OpenVirtualGamepad(void)
+{
+    SDL_VirtualJoystickDesc desc;
+    SDL_JoystickID virtual_id;
+
+    SDL_zero(desc);
+    desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
+    desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
+    desc.naxes = SDL_GAMEPAD_AXIS_MAX;
+    desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
+    desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
+    desc.Rumble = VirtualGamepadRumble;
+    desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
+    desc.SetLED = VirtualGamepadSetLED;
+
+    virtual_id = SDL_AttachVirtualJoystickEx(&desc);
+    if (virtual_id == 0) {
+        SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
+    } else {
+        virtual_joystick = SDL_OpenJoystick(virtual_id);
+        if (virtual_joystick == NULL) {
+            SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
+        }
+    }
+}
+
+static void CloseVirtualGamepad(void)
+{
+    int i;
+    SDL_JoystickID *joysticks = SDL_GetJoysticks(NULL);
+    if (joysticks) {
+        for (i = 0; joysticks[i]; ++i) {
+            SDL_JoystickID instance_id = joysticks[i];
+            if (SDL_IsJoystickVirtual(instance_id)) {
+                SDL_DetachVirtualJoystick(instance_id);
+            }
         }
+        SDL_free(joysticks);
     }
 
-    DrawChessBoard();
+    if (virtual_joystick) {
+        SDL_CloseJoystick(virtual_joystick);
+        virtual_joystick = NULL;
+    }
+}
+
+static SDL_GamepadButton FindButtonAtPosition(float x, float y)
+{
+    SDL_FPoint point;
+    int i;
+    SDL_bool showing_front = ShowingFront();
+
+    point.x = x;
+    point.y = y;
+    for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
+        SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
+        if (on_front == showing_front) {
+            SDL_FRect rect;
+            rect.x = (float)button_positions[i].x;
+            rect.y = (float)button_positions[i].y;
+            rect.w = (float)BUTTON_SIZE;
+            rect.h = (float)BUTTON_SIZE;
+            if (SDL_PointInRectFloat(&point, &rect)) {
+                return (SDL_GamepadButton)i;
+            }
+        }
+    }
+    return SDL_GAMEPAD_BUTTON_INVALID;
+}
+
+static SDL_GamepadAxis FindAxisAtPosition(float x, float y)
+{
+    SDL_FPoint point;
+    int i;
+    SDL_bool showing_front = ShowingFront();
+
+    point.x = x;
+    point.y = y;
+    for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
+        if (showing_front) {
+            SDL_FRect rect;
+            rect.x = (float)axis_positions[i].x;
+            rect.y = (float)axis_positions[i].y;
+            rect.w = (float)AXIS_SIZE;
+            rect.h = (float)AXIS_SIZE;
+            if (SDL_PointInRectFloat(&point, &rect)) {
+                return (SDL_GamepadAxis)i;
+            }
+        }
+    }
+    return SDL_GAMEPAD_AXIS_INVALID;
+}
+
+static void VirtualGamepadMouseMotion(float x, float y)
+{
+    if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
+        if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+            const float MOVING_DISTANCE = 2.0f;
+            if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
+                SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
+                SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
+                virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
+            }
+        }
+    }
+
+    if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+        if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
+            virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
+            int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
+            float distance = SDL_clamp((y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
+            Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, value);
+        } else {
+            float distanceX = SDL_clamp((x - virtual_axis_start_x) / AXIS_SIZE, -1.0f, 1.0f);
+            float distanceY = SDL_clamp((y - virtual_axis_start_y) / AXIS_SIZE, -1.0f, 1.0f);
+            Sint16 valueX, valueY;
+
+            if (distanceX >= 0) {
+                valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
+            } else {
+                valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
+            }
+            if (distanceY >= 0) {
+                valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
+            } else {
+                valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
+            }
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, valueY);
+        }
+    }
+}
+
+static void VirtualGamepadMouseDown(float x, float y)
+{
+    SDL_GamepadButton button;
+    SDL_GamepadAxis axis;
+
+    button = FindButtonAtPosition(x, y);
+    if (button != SDL_GAMEPAD_BUTTON_INVALID) {
+        virtual_button_active = button;
+        SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
+    }
+
+    axis = FindAxisAtPosition(x, y);
+    if (axis != SDL_GAMEPAD_AXIS_INVALID) {
+        virtual_axis_active = axis;
+        virtual_axis_start_x = x;
+        virtual_axis_start_y = y;
+    }
+}
+
+static void VirtualGamepadMouseUp(float x, float y)
+{
+    if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
+        SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
+        virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
+    }
+
+    if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+        if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
+            virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
+        } else {
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, 0);
+            SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, 0);
+        }
+        virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
+    }
+}
+
+static void loop(void *arg)
+{
+    SDL_Event event;
+    int i;
+    SDL_bool showing_front;
+
+    /* Update to get the current event state */
+    SDL_PumpEvents();
+
+    /* Process all currently pending events */
+    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1) {
+        switch (event.type) {
+        case SDL_EVENT_JOYSTICK_ADDED:
+            PrintJoystickInfo(event.jdevice.which);
+            break;
+
+        case SDL_EVENT_GAMEPAD_ADDED:
+            SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n",
+                    event.gdevice.which);
+            AddGamepad(event.gdevice.which, SDL_TRUE);
+            break;
+
+        case SDL_EVENT_GAMEPAD_REMOVED:
+            SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n",
+                    event.gdevice.which);
+            DelGamepad(event.gdevice.which);
+            break;
+
+        case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
+        case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
+        case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
+            SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
+                    event.gtouchpad.which,
+                    event.gtouchpad.touchpad,
+                    event.gtouchpad.finger,
+                    (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ? "pressed at" : (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_UP ? "released at" : "moved to")),
+                    event.gtouchpad.x,
+                    event.gtouchpad.y,
+                    event.gtouchpad.pressure);
+            break;
+
+#define VERBOSE_SENSORS
+#ifdef VERBOSE_SENSORS
+        case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
+            SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
+                    event.gsensor.which,
+                    GetSensorName((SDL_SensorType) event.gsensor.sensor),
+                    event.gsensor.data[0],
+                    event.gsensor.data[1],
+                    event.gsensor.data[2],
+                    event.gsensor.sensor_timestamp);
+            break;
+#endif /* VERBOSE_SENSORS */
+
+#define VERBOSE_AXES
+#ifdef VERBOSE_AXES
+        case SDL_EVENT_GAMEPAD_AXIS_MOTION:
+            if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
+                SetGamepad(event.gaxis.which);
+            }
+            SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
+                    event.gaxis.which,
+                    SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event.gaxis.axis),
+                    event.gaxis.value);
+            break;
+#endif /* VERBOSE_AXES */
+
+        case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
+        case SDL_EVENT_GAMEPAD_BUTTON_UP:
+            if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
+                SetGamepad(event.gbutton.which);
+            }
+            SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
+                    event.gbutton.which,
+                    SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button),
+                    event.gbutton.state ? "pressed" : "released");
+
+            /* Cycle PS5 trigger effects when the microphone button is pressed */
+            if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
+                event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
+                SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
+                CyclePS5TriggerEffect();
+            }
+            break;
+
+        case SDL_EVENT_JOYSTICK_BATTERY_UPDATED:
+            SDL_Log("Gamepad %" SDL_PRIu32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
+            break;
+
+        case SDL_EVENT_MOUSE_BUTTON_DOWN:
+            if (virtual_joystick) {
+                VirtualGamepadMouseDown(event.button.x, event.button.y);
+            }
+            break;
 
-    /* Got everything on rendering surface,
-       now Update the drawing image on window screen */
-    SDL_UpdateWindowSurface(window);
+        case SDL_EVENT_MOUSE_BUTTON_UP:
+            if (virtual_joystick) {
+                VirtualGamepadMouseUp(event.button.x, event.button.y);
+            }
+            break;
+
+        case SDL_EVENT_MOUSE_MOTION:
+            if (virtual_joystick) {
+                VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
+            }
+            break;
+
+        case SDL_EVENT_KEY_DOWN:
+            if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
+                if (gamepad) {
+                    int player_index = (event.key.keysym.sym - SDLK_0);
+
+                    SDL_SetGamepadPlayerIndex(gamepad, player_index);
+                }
+                break;
+            }
+            if (event.key.keysym.sym == SDLK_a) {
+                OpenVirtualGamepad();
+                break;
+            }
+            if (event.key.keysym.sym == SDLK_d) {
+                CloseVirtualGamepad();
+                break;
+            }
+            if (event.key.keysym.sym != SDLK_ESCAPE) {
+                break;
+            }
+            SDL_FALLTHROUGH;
+        case SDL_EVENT_QUIT:
+            done = SDL_TRUE;
+            break;
+        default:
+            break;
+        }
+    }
+
+    showing_front = ShowingFront();
+
+    /* blank screen, set up for drawing this frame. */
+    SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
+    SDL_RenderClear(screen);
+    SDL_RenderTexture(screen, showing_front ? background_front : background_back, NULL, NULL);
+
+    if (gamepad) {
+        /* Update visual gamepad state */
+        for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
+            if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
+                SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
+                if (on_front == showing_front) {
+                    SDL_FRect dst;
+                    dst.x = (float)button_positions[i].x;
+                    dst.y = (float)button_positions[i].y;
+                    dst.w = (float)BUTTON_SIZE;
+                    dst.h = (float)BUTTON_SIZE;
+                    SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
+                }
+            }
+        }
+
+        if (showing_front) {
+            for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
+                const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
+                const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
+                if (value < -deadzone) {
+                    const double angle = axis_positions[i].angle;
+                    SDL_FRect dst;
+                    dst.x = (float)axis_positions[i].x;
+                    dst.y = (float)axis_positions[i].y;
+                    dst.w = (float)AXIS_SIZE;
+                    dst.h = (float)AXIS_SIZE;
+                    SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
+                } else if (value > deadzone) {
+                    const double angle = axis_positions[i].angle + 180.0;
+                    SDL_FRect dst;
+                    dst.x = (float)axis_positions[i].x;
+                    dst.y = (float)axis_positions[i].y;
+                    dst.w = (float)AXIS_SIZE;
+                    dst.h = (float)AXIS_SIZE;
+                    SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
+                }
+            }
+        }
+
+        /* Update LED based on left thumbstick position */
+        {
+            Sint16 x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
+            Sint16 y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
+
+            if (!set_LED) {
+                set_LED = (x < -8000 || x > 8000 || y > 8000);
+            }
+            if (set_LED) {
+                Uint8 r, g, b;
+
+                if (x < 0) {
+                    r = (Uint8)(((~x) * 255) / 32767);
+                    b = 0;
+                } else {
+                    r = 0;
+                    b = (Uint8)(((int)(x)*255) / 32767);
+                }
+                if (y > 0) {
+                    g = (Uint8)(((int)(y)*255) / 32767);
+                } else {
+                    g = 0;
+                }
+
+                SDL_SetGamepadLED(gamepad, r, g, b);
+            }
+        }
+
+        if (trigger_effect == 0) {
+            /* Update rumble based on trigger state */
+            {
+                Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
+                Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
+                Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
+                Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
+                SDL_RumbleGamepad(gamepad, low_frequency_rumble, high_frequency_rumble, 250);
+            }
+
+            /* Update trigger rumble based on thumbstick state */
+            {
+                Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
+                Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
+                Uint16 left_rumble = ConvertAxisToRumble(~left);
+                Uint16 right_rumble = ConvertAxisToRumble(~right);
+
+                SDL_RumbleGamepadTriggers(gamepad, left_rumble, right_rumble, 250);
+            }
+        }
+    }
+    SDL_Delay(16);
+    SDL_RenderPresent(screen);
+
+#ifdef __EMSCRIPTEN__
+    if (done) {
+        emscripten_cancel_main_loop();
+    }
+#endif
 }
 
 int main(int argc, char *argv[])
 {
+    int i;
+    int gamepad_index = -1;
     SDLTest_CommonState *state;
 
     /* Initialize test framework */
@@ -109,48 +872,132 @@ int main(int argc, char *argv[])
         return 1;
     }
 
+    SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
+    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
+    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
+    SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
+    SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
+    SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
+    SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
+
     /* Enable standard application logging */
     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 
     /* Parse commandline */
-    if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
-        return 1;
+    for (i = 1; i < argc;) {
+        int consumed;
+
+        consumed = SDLTest_CommonArg(state, i);
+        if (!consumed) {
+            if (SDL_strcmp(argv[i], "--mappings") == 0) {
+                int map_i;
+                SDL_Log("Supported mappings:\n");
+                for (map_i = 0; map_i < SDL_GetNumGamepadMappings(); ++map_i) {
+                    char *mapping = SDL_GetGamepadMappingForIndex(map_i);
+                    if (mapping) {
+                        SDL_Log("\t%s\n", mapping);
+                        SDL_free(mapping);
+                    }
+                }
+                SDL_Log("\n");
+                consumed = 1;
+            } else if (SDL_strcmp(argv[i], "--virtual") == 0) {
+                OpenVirtualGamepad();
+                consumed = 1;
+            } else if (gamepad_index < 0) {
+                char *endptr = NULL;
+                gamepad_index = (int)SDL_strtol(argv[i], &endptr, 0);
+                if (endptr != argv[i] && *endptr == '\0' && gamepad_index >= 0) {
+                    consumed = 1;
+                }
+            }
+        }
+        if (consumed <= 0) {
+            static const char *options[] = { "[--mappings]", "[--virtual]", "[index]", NULL };
+            SDLTest_CommonLogUsage(state, argv[0], options);
+            return 1;
+        }
+
+        i += consumed;
+    }
+    if (gamepad_index < 0) {
+        gamepad_index = 0;
     }
 
-    /* Initialize SDL */
-    if (SDL_Init(SDL_INIT_VIDEO) != 0) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
+    /* Initialize SDL (Note: video is required to start event loop) */
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
         return 1;
     }
 
-    /* Create window and renderer for given surface */
-    window = SDL_CreateWindow("Chess Board", 640, 480, SDL_WINDOW_RESIZABLE);
+    SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
+
+    /* Create a window to display gamepad state */
+    window = SDL_CreateWindow("Gamepad Test", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
     if (window == NULL) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n", SDL_GetError());
-        return 1;
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
+        return 2;
     }
-    surface = SDL_GetWindowSurface(window);
-    renderer = SDL_CreateSoftwareRenderer(surface);
-    if (renderer == NULL) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n", SDL_GetError());
-        return 1;
+
+    screen = SDL_CreateRenderer(window, NULL, 0);
+    if (screen == NULL) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
+        SDL_DestroyWindow(window);
+        return 2;
+    }
+
+    SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
+    SDL_RenderClear(screen);
+    SDL_RenderPresent(screen);
+
+    /* scale for platforms that don't give you the window size you asked for. */
+    SDL_SetRenderLogicalPresentation(screen, SCREEN_WIDTH, SCREEN_HEIGHT,
+                                     SDL_LOGICAL_PRESENTATION_LETTERBOX,
+                                     SDL_SCALEMODE_LINEAR);
+
+    background_front = LoadTexture(screen, "gamepadmap.bmp", SDL_FALSE, NULL, NULL);
+    background_back = LoadTexture(screen, "gamepadmap_back.bmp", SDL_FALSE, NULL, NULL);
+    button_texture = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
+    axis_texture = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
+
+    if (background_front == NULL || background_back == NULL || button_texture == NULL || axis_texture == NULL) {
+        SDL_DestroyRenderer(screen);
+        SDL_DestroyWindow(window);
+        return 2;
     }
+    SDL_SetTextureColorMod(button_texture, 10, 255, 21);
+    SDL_SetTextureColorMod(axis_texture, 10, 255, 21);
 
-    /* Clear the rendering surface with the specified color */
-    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
-    SDL_RenderClear(renderer);
+    /* Process the initial gamepad list */
+    loop(NULL);
+
+    if (gamepad_index < num_gamepads) {
+        gamepad = gamepads[gamepad_index];
+    } else {
+        gamepad = NULL;
+    }
+    UpdateWindowTitle();
 
-    /* Draw the Image on rendering surface */
-    done = 0;
+    /* Loop, getting gamepad events! */
 #ifdef __EMSCRIPTEN__
-    emscripten_set_main_loop(loop, 0, 1);
+    emscripten_set_main_loop_arg(loop, NULL, 0, 1);
 #else
     while (!done) {
-        loop();
+        loop(NULL);
     }
 #endif
 
-    SDL_Quit();
+    /* Reset trigger state */
+    if (trigger_effect != 0) {
+        trigger_effect = -1;
+        CyclePS5TriggerEffect();
+    }
+
+    CloseVirtualGamepad();
+    SDL_DestroyRenderer(screen);
+    SDL_DestroyWindow(window);
+    SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
     SDLTest_CommonDestroyState(state);
+
     return 0;
 }