Bläddra i källkod

Make it clear that you can't mix 2D rendering and the window surface API

Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
Sam Lantinga 1 år sedan
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281018f169

+ 27 - 0
include/SDL3/SDL_video.h

@@ -1344,6 +1344,17 @@ extern DECLSPEC int SDLCALL SDL_RestoreWindow(SDL_Window *window);
  */
 extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, SDL_bool fullscreen);
 
+/**
+ * Return whether the window has a surface associated with it.
+ *
+ * \returns SDL_TRUE if there is a surface associated with the window, or SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasWindowSurface(SDL_Window *window);
+
 /**
  * Get the SDL surface associated with the window.
  *
@@ -1364,6 +1375,8 @@ extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, SDL_bool
  *
  * \since This function is available since SDL 3.0.0.
  *
+ * \sa SDL_DestroyWindowSurface
+ * \sa SDL_HasWindowSurface
  * \sa SDL_UpdateWindowSurface
  * \sa SDL_UpdateWindowSurfaceRects
  */
@@ -1410,6 +1423,20 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window *window);
  */
 extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects);
 
+/**
+ * Destroy the surface associated with the window.
+ *
+ * \param window the window to update
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ * \sa SDL_HasWindowSurface
+ */
+extern DECLSPEC int SDLCALL SDL_DestroyWindowSurface(SDL_Window *window);
+
 /**
  * Set a window's input grab mode.
  *

+ 2 - 0
src/dynapi/SDL_dynapi.sym

@@ -864,6 +864,8 @@ SDL3_0.0.0 {
     SDL_hid_get_input_report;
     SDL_hid_get_device_info;
     SDL_hid_get_report_descriptor;
+    SDL_HasWindowSurface;
+    SDL_DestroyWindowSurface;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 2 - 0
src/dynapi/SDL_dynapi_overrides.h

@@ -890,3 +890,5 @@
 #define SDL_hid_get_input_report SDL_hid_get_input_report_REAL
 #define SDL_hid_get_device_info SDL_hid_get_device_info_REAL
 #define SDL_hid_get_report_descriptor SDL_hid_get_report_descriptor_REAL
+#define SDL_HasWindowSurface SDL_HasWindowSurface_REAL
+#define SDL_DestroyWindowSurface SDL_DestroyWindowSurface_REAL

+ 2 - 0
src/dynapi/SDL_dynapi_procs.h

@@ -935,3 +935,5 @@ SDL_DYNAPI_PROC(int,SDL_vswprintf,(wchar_t *a, size_t b, const wchar_t *c, va_li
 SDL_DYNAPI_PROC(int,SDL_hid_get_input_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_get_device_info,(SDL_hid_device *a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_hid_get_report_descriptor,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_HasWindowSurface,(SDL_Window *a),(a),return)
+SDL_DYNAPI_PROC(int,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)

+ 5 - 0
src/render/SDL_render.c

@@ -822,6 +822,11 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
         goto error;
     }
 
+    if (SDL_HasWindowSurface(window)) {
+        SDL_SetError("Surface already associated with window");
+        goto error;
+    }
+
     if (SDL_GetRenderer(window)) {
         SDL_SetError("Renderer already associated with window");
         goto error;

+ 23 - 17
src/video/SDL_video.c

@@ -2148,12 +2148,7 @@ int SDL_RecreateWindow(SDL_Window *window, Uint32 flags)
     }
 
     /* Tear down the old native window */
-    if (window->surface) {
-        window->surface->flags &= ~SDL_DONTFREE;
-        SDL_DestroySurface(window->surface);
-        window->surface = NULL;
-        window->surface_valid = SDL_FALSE;
-    }
+    SDL_DestroyWindowSurface(window);
 
     if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
         if (_this->DestroyWindowFramebuffer) {
@@ -3053,16 +3048,19 @@ static SDL_Surface *SDL_CreateWindowFramebuffer(SDL_Window *window)
     return SDL_CreateSurfaceFrom(pixels, w, h, pitch, format);
 }
 
+SDL_bool SDL_HasWindowSurface(SDL_Window *window)
+{
+    CHECK_WINDOW_MAGIC(window, SDL_FALSE);
+
+    return window->surface ? SDL_TRUE : SDL_FALSE;
+}
+
 SDL_Surface *SDL_GetWindowSurface(SDL_Window *window)
 {
     CHECK_WINDOW_MAGIC(window, NULL);
 
     if (!window->surface_valid) {
-        if (window->surface) {
-            window->surface->flags &= ~SDL_DONTFREE;
-            SDL_DestroySurface(window->surface);
-            window->surface = NULL;
-        }
+        SDL_DestroyWindowSurface(window);
         window->surface = SDL_CreateWindowFramebuffer(window);
         if (window->surface) {
             window->surface_valid = SDL_TRUE;
@@ -3122,6 +3120,19 @@ int SDL_SetWindowOpacity(SDL_Window *window, float opacity)
     return retval;
 }
 
+int SDL_DestroyWindowSurface(SDL_Window *window)
+{
+    CHECK_WINDOW_MAGIC(window, -1);
+
+    if (window->surface) {
+        window->surface->flags &= ~SDL_DONTFREE;
+        SDL_DestroySurface(window->surface);
+        window->surface = NULL;
+        window->surface_valid = SDL_FALSE;
+    }
+    return 0;
+}
+
 int SDL_GetWindowOpacity(SDL_Window *window, float *out_opacity)
 {
     CHECK_WINDOW_MAGIC(window, -1);
@@ -3553,12 +3564,7 @@ void SDL_DestroyWindow(SDL_Window *window)
         SDL_SetMouseFocus(NULL);
     }
 
-    if (window->surface) {
-        window->surface->flags &= ~SDL_DONTFREE;
-        SDL_DestroySurface(window->surface);
-        window->surface = NULL;
-        window->surface_valid = SDL_FALSE;
-    }
+    SDL_DestroyWindowSurface(window);
 
     if (_this->checked_texture_framebuffer) { /* never checked? No framebuffer to destroy. Don't risk calling the wrong implementation. */
         if (_this->DestroyWindowFramebuffer) {

+ 87 - 934
test/testgamepad.c

@@ -1,869 +1,106 @@
 /*
-  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.
-*/
+   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 gamepad routines */
+   This file is created by : Nitin Jain (nitin.j4\samsung.com)
+*/
 
-#include <SDL3/SDL.h>
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL_test.h>
-#include "testutils.h"
+/* Sample program:  Draw a Chess Board  by using SDL_CreateSoftwareRenderer API */
 
 #ifdef __EMSCRIPTEN__
 #include <emscripten/emscripten.h>
 #endif
 
-#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 void PrintJoystickInfo(SDL_JoystickID instance_id)
-{
-    char guid[64];
-    const char *name;
-    const char *path;
-    const char *description;
-    const char *mapping = NULL;
-
-    SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id), guid, sizeof(guid));
-
-    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;
-    }
-
-    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);
-
-        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 const char *GetSensorName(SDL_SensorType sensor)
-{
-    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";
-    }
-}
-
-static int FindGamepad(SDL_JoystickID gamepad_id)
-{
-    int i;
-
-    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;
-    }
-
-    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);
-        }
-    }
-
-    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 (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;
-}
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+#include <SDL3/SDL_test.h>
 
-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 SDL_Window *window;
+static SDL_Renderer *renderer;
+static SDL_Surface *surface;
+static int done;
 
-static void OpenVirtualGamepad(void)
+static void DrawChessBoard(void)
 {
-    SDL_VirtualJoystickDesc desc;
-    SDL_JoystickID virtual_id;
+    int row = 0, column = 0, x = 0;
+    SDL_FRect rect;
+    SDL_Rect darea;
 
-    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;
+    /* Get the Size of drawing surface */
+    SDL_GetRenderViewport(renderer, &darea);
 
-    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);
-    }
-
-    if (virtual_joystick) {
-        SDL_CloseJoystick(virtual_joystick);
-        virtual_joystick = NULL;
-    }
-}
+    for (; row < 8; row++) {
+        column = row % 2;
+        x = column;
+        for (; column < 4 + (row % 2); column++) {
+            SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
 
-static SDL_GamepadButton FindButtonAtPosition(float x, float y)
-{
-    SDL_FPoint point;
-    int i;
-    SDL_bool showing_front = ShowingFront();
+            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);
 
-    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;
+            /* 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);
             }
         }
     }
-    return SDL_GAMEPAD_BUTTON_INVALID;
 }
 
-static SDL_GamepadAxis FindAxisAtPosition(float x, float y)
+static void loop(void)
 {
-    SDL_FPoint point;
-    int i;
-    SDL_bool showing_front = ShowingFront();
+    SDL_Event e;
+    while (SDL_PollEvent(&e)) {
 
-    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;
-}
+        /* Re-create when window surface has been resized */
+        if (e.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
 
-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;
-            }
-        }
-    }
+            SDL_DestroyRenderer(renderer);
 
-    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);
+            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);
         }
-    }
-}
 
-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);
+        if (e.type == SDL_EVENT_QUIT) {
+            done = 1;
+#ifdef __EMSCRIPTEN__
+            emscripten_cancel_main_loop();
+#endif
+            return;
         }
-        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;
-
-        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;
+        if ((e.type == SDL_EVENT_KEY_DOWN) && (e.key.keysym.sym == SDLK_ESCAPE)) {
+            done = 1;
+#ifdef __EMSCRIPTEN__
+            emscripten_cancel_main_loop();
+#endif
+            return;
         }
     }
 
-    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);
+    DrawChessBoard();
 
-                SDL_RumbleGamepadTriggers(gamepad, left_rumble, right_rumble, 250);
-            }
-        }
-    }
-    SDL_Delay(16);
-    SDL_RenderPresent(screen);
-
-#ifdef __EMSCRIPTEN__
-    if (done) {
-        emscripten_cancel_main_loop();
-    }
-#endif
+    /* Got everything on rendering surface,
+       now Update the drawing image on window screen */
+    SDL_UpdateWindowSurface(window);
 }
 
 int main(int argc, char *argv[])
 {
-    int i;
-    int gamepad_index = -1;
     SDLTest_CommonState *state;
 
     /* Initialize test framework */
@@ -872,132 +109,48 @@ 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 */
-    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;
+    if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
+        return 1;
     }
 
-    /* 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());
+    /* Initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) != 0) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
         return 1;
     }
 
-    SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
-
-    /* Create a window to display gamepad state */
-    window = SDL_CreateWindow("Gamepad Test", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
+    /* Create window and renderer for given surface */
+    window = SDL_CreateWindow("Chess Board", 640, 480, SDL_WINDOW_RESIZABLE);
     if (window == NULL) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
-        return 2;
-    }
-
-    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_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n", SDL_GetError());
+        return 1;
     }
-
-    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;
+    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;
     }
-    SDL_SetTextureColorMod(button_texture, 10, 255, 21);
-    SDL_SetTextureColorMod(axis_texture, 10, 255, 21);
 
-    /* Process the initial gamepad list */
-    loop(NULL);
-
-    if (gamepad_index < num_gamepads) {
-        gamepad = gamepads[gamepad_index];
-    } else {
-        gamepad = NULL;
-    }
-    UpdateWindowTitle();
+    /* Clear the rendering surface with the specified color */
+    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
+    SDL_RenderClear(renderer);
 
-    /* Loop, getting gamepad events! */
+    /* Draw the Image on rendering surface */
+    done = 0;
 #ifdef __EMSCRIPTEN__
-    emscripten_set_main_loop_arg(loop, NULL, 0, 1);
+    emscripten_set_main_loop(loop, 0, 1);
 #else
     while (!done) {
-        loop(NULL);
+        loop();
     }
 #endif
 
-    /* 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);
+    SDL_Quit();
     SDLTest_CommonDestroyState(state);
-
     return 0;
 }