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