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@@ -520,6 +520,10 @@ struct GamepadDisplay
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int arrow_width;
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int arrow_height;
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+ float accel_data[3];
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+ float gyro_data[3];
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+ Uint64 last_sensor_update;
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+
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SDL_Rect area;
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};
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@@ -554,12 +558,14 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
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{
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float x, y;
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int i;
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- char text[32];
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+ char text[128];
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const float margin = 8.0f;
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const float center = ctx->area.w / 2.0f;
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const float arrow_extent = 48.0f;
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SDL_FRect dst, rect;
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Uint8 r, g, b, a;
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+ SDL_bool has_accel;
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+ SDL_bool has_gyro;
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SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
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@@ -652,6 +658,75 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
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y += ctx->button_height + 2;
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}
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}
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+
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+ if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
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+ int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
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+ for (i = 0; i < num_fingers; ++i) {
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+ Uint8 state;
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+ float finger_x, finger_y, finger_pressure;
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+
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+ if (SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &state, &finger_x, &finger_y, &finger_pressure) < 0) {
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+ continue;
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+ }
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+
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+ SDL_snprintf(text, sizeof(text), "Touch finger %d:", i);
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+ SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
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+
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+ if (state) {
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+ SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
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+ } else {
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+ SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
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+ }
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+
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+ dst.x = x + center + 2.0f;
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+ dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
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+ dst.w = (float)ctx->button_width;
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+ dst.h = (float)ctx->button_height;
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+ SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
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+
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+ if (state) {
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+ SDL_snprintf(text, sizeof(text), "(%.2f,%.2f)", finger_x, finger_y);
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+ SDLTest_DrawString(ctx->renderer, x + center + ctx->button_width + 4.0f, y, text);
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+ }
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+
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+ y += ctx->button_height + 2.0f;
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+ }
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+ }
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+
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+ has_accel = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
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+ has_gyro = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
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+ if (has_accel || has_gyro) {
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+ const int SENSOR_UPDATE_INTERVAL_MS = 100;
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+ Uint64 now = SDL_GetTicks();
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+
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+ if (now >= ctx->last_sensor_update + SENSOR_UPDATE_INTERVAL_MS) {
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+ if (has_accel) {
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+ SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, ctx->accel_data, SDL_arraysize(ctx->accel_data));
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+ }
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+ if (has_gyro) {
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+ SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_GYRO, ctx->gyro_data, SDL_arraysize(ctx->gyro_data));
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+ }
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+ ctx->last_sensor_update = now;
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+ }
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+
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+ if (has_accel) {
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+ SDL_strlcpy(text, "Accelerometer:", sizeof(text));
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+ SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
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+ SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2]);
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+ SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
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+
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+ y += ctx->button_height + 2.0f;
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+ }
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+
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+ if (has_gyro) {
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+ SDL_strlcpy(text, "Gyro:", sizeof(text));
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+ SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
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+ SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->gyro_data[0], ctx->gyro_data[1], ctx->gyro_data[2]);
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+ SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
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+
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+ y += ctx->button_height + 2.0f;
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+ }
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+ }
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}
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void DestroyGamepadDisplay(GamepadDisplay *ctx)
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