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@@ -1,869 +1,106 @@
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/*
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- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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+ Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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- This software is provided 'as-is', without any express or implied
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- warranty. In no event will the authors be held liable for any damages
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- arising from the use of this software.
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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- Permission is granted to anyone to use this software for any purpose,
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- including commercial applications, and to alter it and redistribute it
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- freely.
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-*/
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely.
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-/* Simple program to test the SDL gamepad routines */
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+ This file is created by : Nitin Jain (nitin.j4\samsung.com)
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+*/
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-#include <SDL3/SDL.h>
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-#include <SDL3/SDL_main.h>
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-#include <SDL3/SDL_test.h>
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-#include "testutils.h"
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+/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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-#define SCREEN_WIDTH 512
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-#define SCREEN_HEIGHT 320
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-
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-#define BUTTON_SIZE 50
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-#define AXIS_SIZE 50
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-
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-/* This is indexed by SDL_GamepadButton. */
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-static const struct
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-{
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- int x;
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- int y;
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-} button_positions[] = {
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- { 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
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- { 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
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- { 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
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- { 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
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- { 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
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- { 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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- { 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
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- { 75, 154 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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- { 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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- { 77, 40 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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- { 396, 36 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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- { 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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- { 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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- { 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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- { 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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- { 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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- { 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
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- { 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
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- { 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
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- { 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
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- { 0, 0 }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
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-};
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-SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
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-
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-/* This is indexed by SDL_GamepadAxis. */
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-static const struct
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-{
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- int x;
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- int y;
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- double angle;
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-} axis_positions[] = {
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- { 74, 153, 270.0 }, /* LEFTX */
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- { 74, 153, 0.0 }, /* LEFTY */
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- { 306, 231, 270.0 }, /* RIGHTX */
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- { 306, 231, 0.0 }, /* RIGHTY */
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- { 91, -20, 0.0 }, /* TRIGGERLEFT */
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- { 375, -20, 0.0 }, /* TRIGGERRIGHT */
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-};
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-SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
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-
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-/* This is indexed by SDL_JoystickPowerLevel + 1. */
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-static const char *power_level_strings[] = {
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- "unknown", /* SDL_JOYSTICK_POWER_UNKNOWN */
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- "empty", /* SDL_JOYSTICK_POWER_EMPTY */
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- "low", /* SDL_JOYSTICK_POWER_LOW */
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- "medium", /* SDL_JOYSTICK_POWER_MEDIUM */
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- "full", /* SDL_JOYSTICK_POWER_FULL */
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- "wired", /* SDL_JOYSTICK_POWER_WIRED */
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-};
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-SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
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-
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-static SDL_Window *window = NULL;
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-static SDL_Renderer *screen = NULL;
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-static SDL_bool retval = SDL_FALSE;
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-static SDL_bool done = SDL_FALSE;
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-static SDL_bool set_LED = SDL_FALSE;
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-static int trigger_effect = 0;
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-static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
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-static SDL_Gamepad *gamepad;
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-static SDL_Gamepad **gamepads;
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-static int num_gamepads = 0;
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-static SDL_Joystick *virtual_joystick = NULL;
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-static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
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-static float virtual_axis_start_x;
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-static float virtual_axis_start_y;
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-static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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-
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-
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-static void PrintJoystickInfo(SDL_JoystickID instance_id)
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-{
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- char guid[64];
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- const char *name;
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- const char *path;
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- const char *description;
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- const char *mapping = NULL;
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-
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- SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id), guid, sizeof(guid));
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-
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- if (SDL_IsGamepad(instance_id)) {
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- name = SDL_GetGamepadInstanceName(instance_id);
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- path = SDL_GetGamepadInstancePath(instance_id);
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- switch (SDL_GetGamepadInstanceType(instance_id)) {
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- case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
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- description = "Amazon Luna Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
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- description = "Google Stadia Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
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- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
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- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
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- description = "Nintendo Switch Joy-Con";
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- break;
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- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
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- description = "Nintendo Switch Pro Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_PS3:
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- description = "PS3 Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_PS4:
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- description = "PS4 Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_PS5:
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- description = "PS5 Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_XBOX360:
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- description = "XBox 360 Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_XBOXONE:
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- description = "XBox One Controller";
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- break;
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- case SDL_GAMEPAD_TYPE_VIRTUAL:
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- description = "Virtual Gamepad";
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- break;
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- default:
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- description = "Gamepad";
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- break;
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- }
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- mapping = SDL_GetGamepadInstanceMapping(instance_id);
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- } else {
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- name = SDL_GetJoystickInstanceName(instance_id);
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- path = SDL_GetJoystickInstancePath(instance_id);
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- description = "Joystick";
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- }
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- SDL_Log("%s: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
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- description, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
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- SDL_GetJoystickInstanceVendor(instance_id),
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- SDL_GetJoystickInstanceProduct(instance_id),
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- SDL_GetJoystickInstancePlayerIndex(instance_id));
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- if (mapping) {
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- SDL_Log("Mapping: %s\n", mapping);
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- }
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-}
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-
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-static void UpdateWindowTitle(void)
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-{
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- if (window == NULL) {
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- return;
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- }
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-
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- if (gamepad) {
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- const char *name = SDL_GetGamepadName(gamepad);
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- const char *serial = SDL_GetGamepadSerial(gamepad);
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- const char *basetitle = "Gamepad Test: ";
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- const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
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- char *title = (char *)SDL_malloc(titlelen);
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-
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- retval = SDL_FALSE;
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- done = SDL_FALSE;
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-
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- if (title) {
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- SDL_strlcpy(title, basetitle, titlelen);
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- if (name) {
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- SDL_strlcat(title, name, titlelen);
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- }
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- if (serial) {
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- SDL_strlcat(title, " (", titlelen);
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- SDL_strlcat(title, serial, titlelen);
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- SDL_strlcat(title, ")", titlelen);
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- }
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- SDL_SetWindowTitle(window, title);
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- SDL_free(title);
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- }
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- } else {
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- SDL_SetWindowTitle(window, "Waiting for gamepad...");
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- }
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-}
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-
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-static const char *GetSensorName(SDL_SensorType sensor)
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-{
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- switch (sensor) {
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- case SDL_SENSOR_ACCEL:
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- return "accelerometer";
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- case SDL_SENSOR_GYRO:
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- return "gyro";
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- case SDL_SENSOR_ACCEL_L:
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- return "accelerometer (L)";
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- case SDL_SENSOR_GYRO_L:
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- return "gyro (L)";
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- case SDL_SENSOR_ACCEL_R:
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- return "accelerometer (R)";
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- case SDL_SENSOR_GYRO_R:
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- return "gyro (R)";
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- default:
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- return "UNKNOWN";
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- }
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-}
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-
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-static int FindGamepad(SDL_JoystickID gamepad_id)
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-{
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- int i;
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-
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- for (i = 0; i < num_gamepads; ++i) {
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- if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
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- return i;
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- }
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- }
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- return -1;
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-}
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-
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-static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
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-{
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- SDL_Gamepad **new_gamepads;
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- SDL_Gamepad *new_gamepad;
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- Uint16 firmware_version;
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- SDL_SensorType sensors[] = {
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- SDL_SENSOR_ACCEL,
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- SDL_SENSOR_GYRO,
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- SDL_SENSOR_ACCEL_L,
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- SDL_SENSOR_GYRO_L,
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- SDL_SENSOR_ACCEL_R,
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- SDL_SENSOR_GYRO_R
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- };
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- unsigned int i;
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-
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- if (FindGamepad(gamepad_id) >= 0) {
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- /* We already have this gamepad */
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- return;
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- }
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-
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- new_gamepad = SDL_OpenGamepad(gamepad_id);
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- if (new_gamepad == NULL) {
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- SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
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- return;
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- }
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-
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- new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
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- if (new_gamepads == NULL) {
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- SDL_CloseGamepad(gamepad);
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- return;
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- }
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-
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- new_gamepads[num_gamepads++] = new_gamepad;
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- gamepads = new_gamepads;
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- gamepad = new_gamepad;
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- trigger_effect = 0;
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-
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- if (verbose) {
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- const char *name = SDL_GetGamepadName(gamepad);
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- const char *path = SDL_GetGamepadPath(gamepad);
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- SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
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- }
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-
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- firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
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- if (firmware_version) {
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- if (verbose) {
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- SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
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- }
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- }
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-
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- for (i = 0; i < SDL_arraysize(sensors); ++i) {
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- SDL_SensorType sensor = sensors[i];
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-
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- if (SDL_GamepadHasSensor(gamepad, sensor)) {
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- if (verbose) {
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- SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
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- }
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- SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
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- }
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- }
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-
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- if (SDL_GamepadHasRumble(gamepad)) {
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- SDL_Log("Rumble supported");
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- }
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-
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- if (SDL_GamepadHasRumbleTriggers(gamepad)) {
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- SDL_Log("Trigger rumble supported");
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- }
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-
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- UpdateWindowTitle();
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-}
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-
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-static void SetGamepad(SDL_JoystickID gamepad_id)
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-{
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- int i = FindGamepad(gamepad_id);
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-
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- if (i < 0) {
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- return;
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- }
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-
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- if (gamepad != gamepads[i]) {
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- gamepad = gamepads[i];
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- UpdateWindowTitle();
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- }
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-}
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-
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-static void DelGamepad(SDL_JoystickID gamepad_id)
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-{
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- int i = FindGamepad(gamepad_id);
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-
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- if (i < 0) {
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- return;
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- }
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-
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- SDL_CloseGamepad(gamepads[i]);
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-
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- --num_gamepads;
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- if (i < num_gamepads) {
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- SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
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- }
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-
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- if (num_gamepads > 0) {
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- gamepad = gamepads[0];
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- } else {
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- gamepad = NULL;
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- }
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- UpdateWindowTitle();
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-}
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-
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-static Uint16 ConvertAxisToRumble(Sint16 axisval)
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-{
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- /* Only start rumbling if the axis is past the halfway point */
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- const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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- if (axisval > half_axis) {
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- return (Uint16)(axisval - half_axis) * 4;
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- } else {
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- return 0;
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- }
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-}
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-
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-/* PS5 trigger effect documentation:
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- https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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-*/
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-typedef struct
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-{
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- Uint8 ucEnableBits1; /* 0 */
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- Uint8 ucEnableBits2; /* 1 */
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- Uint8 ucRumbleRight; /* 2 */
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- Uint8 ucRumbleLeft; /* 3 */
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- Uint8 ucHeadphoneVolume; /* 4 */
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- Uint8 ucSpeakerVolume; /* 5 */
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- Uint8 ucMicrophoneVolume; /* 6 */
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- Uint8 ucAudioEnableBits; /* 7 */
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- Uint8 ucMicLightMode; /* 8 */
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- Uint8 ucAudioMuteBits; /* 9 */
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- Uint8 rgucRightTriggerEffect[11]; /* 10 */
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- Uint8 rgucLeftTriggerEffect[11]; /* 21 */
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- Uint8 rgucUnknown1[6]; /* 32 */
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- Uint8 ucLedFlags; /* 38 */
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- Uint8 rgucUnknown2[2]; /* 39 */
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- Uint8 ucLedAnim; /* 41 */
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|
|
- 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;
|
|
|
}
|