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+/*
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+ * This example code looks for the current joystick state once per frame,
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+ * and draws a visual representation of it.
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+ *
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+ * This code is public domain. Feel free to use it for any purpose!
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+ */
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+
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+/* Joysticks are low-level interfaces: there's something with a bunch of
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+ buttons, axes and hats, in no understood order or position. This is
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+ a flexible interface, but you'll need to build some sort of configuration
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+ UI to let people tell you what button, etc, does what. On top of this
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+ interface, SDL offers the "gamepad" API, which works with lots of devices,
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+ and knows how to map arbitrary buttons and such to look like an
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+ Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
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+ but isn't necessarily a good fit for complex apps and hardware. A flight
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+ simulator, a realistic racing game, etc, might want this interface instead
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+ of gamepads. */
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+
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+/* SDL can handle multiple joysticks, but for simplicity, this program only
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+ deals with the first stick it sees. */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static SDL_Joystick *joystick = NULL;
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+static SDL_Color colors[64];
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+
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+/* This function runs once at startup. */
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+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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+{
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+ int i;
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+
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+ SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling");
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+
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+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) {
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+ SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) {
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+ SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ for (i = 0; i < SDL_arraysize(colors); i++) {
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+ colors[i].r = SDL_rand(255);
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+ colors[i].g = SDL_rand(255);
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+ colors[i].b = SDL_rand(255);
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+ colors[i].a = 255;
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+ }
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ } else if (event->type == SDL_EVENT_JOYSTICK_ADDED) {
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+ /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */
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+ if (joystick == NULL) { /* we don't have a stick yet and one was added, open it! */
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+ joystick = SDL_OpenJoystick(event->jdevice.which);
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+ if (!joystick) {
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+ SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError());
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+ }
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+ }
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+ } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) {
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+ if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) {
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+ SDL_CloseJoystick(joystick); /* our joystick was unplugged. */
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+ joystick = NULL;
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+ }
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ int winw = 640, winh = 480;
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+ const char *text = "Plug in a joystick, please.";
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+ float x, y;
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+ int i;
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+
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+ if (joystick) { /* we have a stick opened? */
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+ text = SDL_GetJoystickName(joystick);
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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+ SDL_RenderClear(renderer);
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+ SDL_GetWindowSize(window, &winw, &winh);
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+
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+ /* note that you can get input as events, instead of polling, which is
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+ better since it won't miss button presses if the system is lagging,
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+ but often times checking the current state per-frame is good enough,
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+ and maybe better if you'd rather _drop_ inputs due to lag. */
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+
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+ if (joystick) { /* we have a stick opened? */
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+ const float size = 30.0f;
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+ int total;
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+
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+ /* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */
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+ total = SDL_GetNumJoystickAxes(joystick);
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+ y = (float) ((winh - (total * size)) / 2);
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+ x = ((float) winw) / 2.0f;
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+ for (i = 0; i < total; i++) {
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+ const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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+ const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f); /* make it -1.0f to 1.0f */
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+ const float dx = x + (val * x);
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+ const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size };
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+ SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
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+ SDL_RenderFillRect(renderer, &dst);
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+ y += size;
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+ }
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+
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+ /* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */
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+ total = SDL_GetNumJoystickButtons(joystick);
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+ x = (float) ((winw - (total * size)) / 2);
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+ for (i = 0; i < total; i++) {
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+ const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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+ const SDL_FRect dst = { x, 0.0f, size, size };
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+ if (SDL_GetJoystickButton(joystick, i)) {
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+ SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
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+ } else {
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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+ }
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+ SDL_RenderFillRect(renderer, &dst);
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a);
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+ SDL_RenderRect(renderer, &dst); /* outline it */
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+ x += size;
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+ }
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+
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+ /* draw hats across the bottom of the screen. */
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+ total = SDL_GetNumJoystickHats(joystick);
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+ x = ((float) ((winw - (total * (size * 2.0f))) / 2.0f)) + (size / 2.0f);
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+ y = ((float) winh) - size;
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+ for (i = 0; i < total; i++) {
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+ const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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+ const float thirdsize = size / 3.0f;
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+ const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } };
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+ const Uint8 hat = SDL_GetJoystickHat(joystick, i);
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+
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+ SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255);
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+ SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross));
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+
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+ SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
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+
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+ if (hat & SDL_HAT_UP) {
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+ const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize };
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+ SDL_RenderFillRect(renderer, &dst);
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+ }
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+
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+ if (hat & SDL_HAT_RIGHT) {
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+ const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize };
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+ SDL_RenderFillRect(renderer, &dst);
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+ }
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+
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+ if (hat & SDL_HAT_DOWN) {
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+ const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize };
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+ SDL_RenderFillRect(renderer, &dst);
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+ }
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+
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+ if (hat & SDL_HAT_LEFT) {
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+ const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize };
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+ SDL_RenderFillRect(renderer, &dst);
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+ }
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+
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+ x += size * 2;
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+ }
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+ }
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+
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+ x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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+ y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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+ SDL_RenderDebugText(renderer, x, y, text);
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+ SDL_RenderPresent(renderer);
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate, SDL_AppResult result)
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+{
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+ if (joystick) {
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+ SDL_CloseJoystick(joystick);
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+ }
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+
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+ /* SDL will clean up the window/renderer for us. */
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+}
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