| /* |
| Copyright (C) 1997-2024 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. |
| |
| 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 controller routines */ |
| |
| #include <SDL3/SDL.h> |
| #include <SDL3/SDL_main.h> |
| #include <SDL3/SDL_test.h> |
| #include <SDL3/SDL_test_font.h> |
| |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| #include "gamepadutils.h" |
| #include "testutils.h" |
| |
| #if 0 |
| #define DEBUG_AXIS_MAPPING |
| #endif |
| |
| #define TITLE_HEIGHT 48.0f |
| #define PANEL_SPACING 25.0f |
| #define PANEL_WIDTH 250.0f |
| #define MINIMUM_BUTTON_WIDTH 96.0f |
| #define BUTTON_MARGIN 16.0f |
| #define BUTTON_PADDING 12.0f |
| #define GAMEPAD_WIDTH 512.0f |
| #define GAMEPAD_HEIGHT 560.0f |
| |
| #define SCREEN_WIDTH (PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING + PANEL_WIDTH) |
| #define SCREEN_HEIGHT (TITLE_HEIGHT + GAMEPAD_HEIGHT) |
| |
| typedef struct |
| { |
| bool m_bMoving; |
| int m_nLastValue; |
| int m_nStartingValue; |
| int m_nFarthestValue; |
| } AxisState; |
| |
| typedef struct |
| { |
| SDL_JoystickID id; |
| |
| SDL_Joystick *joystick; |
| int num_axes; |
| AxisState *axis_state; |
| |
| SDL_Gamepad *gamepad; |
| char *mapping; |
| bool has_bindings; |
| |
| int audio_route; |
| int trigger_effect; |
| } Controller; |
| |
| static SDL_Window *window = NULL; |
| static SDL_Renderer *screen = NULL; |
| static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING; |
| static GamepadImage *image = NULL; |
| static GamepadDisplay *gamepad_elements = NULL; |
| static GamepadTypeDisplay *gamepad_type = NULL; |
| static JoystickDisplay *joystick_elements = NULL; |
| static GamepadButton *setup_mapping_button = NULL; |
| static GamepadButton *done_mapping_button = NULL; |
| static GamepadButton *cancel_button = NULL; |
| static GamepadButton *clear_button = NULL; |
| static GamepadButton *copy_button = NULL; |
| static GamepadButton *paste_button = NULL; |
| static char *backup_mapping = NULL; |
| static bool done = false; |
| static bool set_LED = false; |
| static int num_controllers = 0; |
| static Controller *controllers; |
| static Controller *controller; |
| static SDL_JoystickID mapping_controller = 0; |
| static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID; |
| static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID; |
| static bool binding_flow = false; |
| static int binding_flow_direction = 0; |
| static Uint64 binding_advance_time = 0; |
| static SDL_FRect title_area; |
| static bool title_highlighted; |
| static bool title_pressed; |
| static SDL_FRect type_area; |
| static bool type_highlighted; |
| static bool type_pressed; |
| static char *controller_name; |
| 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 bool virtual_touchpad_active = false; |
| static float virtual_touchpad_x; |
| static float virtual_touchpad_y; |
| |
| static int s_arrBindingOrder[] = { |
| /* Standard sequence */ |
| SDL_GAMEPAD_BUTTON_SOUTH, |
| SDL_GAMEPAD_BUTTON_EAST, |
| SDL_GAMEPAD_BUTTON_WEST, |
| SDL_GAMEPAD_BUTTON_NORTH, |
| SDL_GAMEPAD_BUTTON_DPAD_LEFT, |
| SDL_GAMEPAD_BUTTON_DPAD_RIGHT, |
| SDL_GAMEPAD_BUTTON_DPAD_UP, |
| SDL_GAMEPAD_BUTTON_DPAD_DOWN, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, |
| SDL_GAMEPAD_BUTTON_LEFT_STICK, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, |
| SDL_GAMEPAD_BUTTON_RIGHT_STICK, |
| SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, |
| SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, |
| SDL_GAMEPAD_BUTTON_BACK, |
| SDL_GAMEPAD_BUTTON_START, |
| SDL_GAMEPAD_BUTTON_GUIDE, |
| SDL_GAMEPAD_BUTTON_MISC1, |
| SDL_GAMEPAD_ELEMENT_INVALID, |
| |
| /* Paddle sequence */ |
| SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, |
| SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, |
| SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, |
| SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, |
| SDL_GAMEPAD_ELEMENT_INVALID, |
| }; |
| |
| |
| 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"; |
| } |
| } |
| |
| /* 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 CyclePS5AudioRoute(Controller *device) |
| { |
| DS5EffectsState_t state; |
| |
| device->audio_route = (device->audio_route + 1) % 4; |
| |
| SDL_zero(state); |
| switch (device->audio_route) { |
| case 0: |
| /* Audio disabled */ |
| state.ucEnableBits1 |= (0x80 | 0x20 | 0x10); /* Modify audio route and speaker / headphone volume */ |
| state.ucSpeakerVolume = 0; /* Minimum volume */ |
| state.ucHeadphoneVolume = 0; /* Minimum volume */ |
| state.ucAudioEnableBits = 0x00; /* Output to headphones */ |
| break; |
| case 1: |
| /* Headphones */ |
| state.ucEnableBits1 |= (0x80 | 0x10); /* Modify audio route and headphone volume */ |
| state.ucHeadphoneVolume = 50; /* 50% volume - don't blast into the ears */ |
| state.ucAudioEnableBits = 0x00; /* Output to headphones */ |
| break; |
| case 2: |
| /* Speaker */ |
| state.ucEnableBits1 |= (0x80 | 0x20); /* Modify audio route and speaker volume */ |
| state.ucSpeakerVolume = 100; /* Maximum volume */ |
| state.ucAudioEnableBits = 0x30; /* Output to speaker */ |
| break; |
| case 3: |
| /* Both */ |
| state.ucEnableBits1 |= (0x80 | 0x20 | 0x10); /* Modify audio route and speaker / headphone volume */ |
| state.ucSpeakerVolume = 100; /* Maximum volume */ |
| state.ucHeadphoneVolume = 50; /* 50% volume - don't blast into the ears */ |
| state.ucAudioEnableBits = 0x20; /* Output to both speaker and headphones */ |
| break; |
| } |
| SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state)); |
| } |
| |
| static void CyclePS5TriggerEffect(Controller *device) |
| { |
| 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 }, |
| }; |
| |
| device->trigger_effect = (device->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[device->trigger_effect], sizeof(effects[0])); |
| SDL_memcpy(state.rgucLeftTriggerEffect, effects[device->trigger_effect], sizeof(effects[0])); |
| SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state)); |
| } |
| |
| static void ClearButtonHighlights(void) |
| { |
| title_highlighted = false; |
| title_pressed = false; |
| |
| type_highlighted = false; |
| type_pressed = false; |
| |
| ClearGamepadImage(image); |
| SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, false); |
| SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, false); |
| SetGamepadButtonHighlight(setup_mapping_button, false, false); |
| SetGamepadButtonHighlight(done_mapping_button, false, false); |
| SetGamepadButtonHighlight(cancel_button, false, false); |
| SetGamepadButtonHighlight(clear_button, false, false); |
| SetGamepadButtonHighlight(copy_button, false, false); |
| SetGamepadButtonHighlight(paste_button, false, false); |
| } |
| |
| static void UpdateButtonHighlights(float x, float y, bool button_down) |
| { |
| ClearButtonHighlights(); |
| |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down); |
| } else if (display_mode == CONTROLLER_MODE_BINDING) { |
| SDL_FPoint point; |
| int gamepad_highlight_element = SDL_GAMEPAD_ELEMENT_INVALID; |
| char *joystick_highlight_element; |
| |
| point.x = x; |
| point.y = y; |
| if (SDL_PointInRectFloat(&point, &title_area)) { |
| title_highlighted = true; |
| title_pressed = button_down; |
| } else { |
| title_highlighted = false; |
| title_pressed = false; |
| } |
| |
| if (SDL_PointInRectFloat(&point, &type_area)) { |
| type_highlighted = true; |
| type_pressed = button_down; |
| } else { |
| type_highlighted = false; |
| type_pressed = false; |
| } |
| |
| if (controller->joystick != virtual_joystick) { |
| gamepad_highlight_element = GetGamepadImageElementAt(image, x, y); |
| } |
| if (gamepad_highlight_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y); |
| } |
| SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down); |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) { |
| int gamepad_highlight_type = GetGamepadTypeDisplayAt(gamepad_type, x, y); |
| SetGamepadTypeDisplayHighlight(gamepad_type, gamepad_highlight_type, button_down); |
| } |
| |
| joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y); |
| SetJoystickDisplayHighlight(joystick_elements, joystick_highlight_element, button_down); |
| SDL_free(joystick_highlight_element); |
| |
| SetGamepadButtonHighlight(done_mapping_button, GamepadButtonContains(done_mapping_button, x, y), button_down); |
| SetGamepadButtonHighlight(cancel_button, GamepadButtonContains(cancel_button, x, y), button_down); |
| SetGamepadButtonHighlight(clear_button, GamepadButtonContains(clear_button, x, y), button_down); |
| SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, x, y), button_down); |
| SetGamepadButtonHighlight(paste_button, GamepadButtonContains(paste_button, x, y), button_down); |
| } |
| } |
| |
| static int StandardizeAxisValue(int nValue) |
| { |
| if (nValue > SDL_JOYSTICK_AXIS_MAX / 2) { |
| return SDL_JOYSTICK_AXIS_MAX; |
| } else if (nValue < SDL_JOYSTICK_AXIS_MIN / 2) { |
| return SDL_JOYSTICK_AXIS_MIN; |
| } else { |
| return 0; |
| } |
| } |
| |
| static void RefreshControllerName(void) |
| { |
| const char *name = NULL; |
| |
| SDL_free(controller_name); |
| controller_name = NULL; |
| |
| if (controller) { |
| if (controller->gamepad) { |
| name = SDL_GetGamepadName(controller->gamepad); |
| } else { |
| name = SDL_GetJoystickName(controller->joystick); |
| } |
| } |
| |
| if (name) { |
| controller_name = SDL_strdup(name); |
| } else { |
| controller_name = SDL_strdup(""); |
| } |
| } |
| |
| static void SetAndFreeGamepadMapping(char *mapping) |
| { |
| SDL_SetGamepadMapping(controller->id, mapping); |
| SDL_free(mapping); |
| } |
| |
| static void SetCurrentBindingElement(int element, bool flow) |
| { |
| int i; |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| RefreshControllerName(); |
| } |
| |
| if (element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| binding_flow_direction = 0; |
| last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID; |
| } else { |
| last_binding_element = binding_element; |
| } |
| binding_element = element; |
| binding_flow = flow || (element == SDL_GAMEPAD_BUTTON_SOUTH); |
| binding_advance_time = 0; |
| |
| for (i = 0; i < controller->num_axes; ++i) { |
| controller->axis_state[i].m_nFarthestValue = controller->axis_state[i].m_nStartingValue; |
| } |
| |
| SetGamepadDisplaySelected(gamepad_elements, element); |
| } |
| |
| static void SetNextBindingElement(void) |
| { |
| int i; |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| return; |
| } |
| |
| for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) { |
| if (binding_element == s_arrBindingOrder[i]) { |
| binding_flow_direction = 1; |
| SetCurrentBindingElement(s_arrBindingOrder[i + 1], true); |
| return; |
| } |
| } |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false); |
| } |
| |
| static void SetPrevBindingElement(void) |
| { |
| int i; |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| return; |
| } |
| |
| for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) { |
| if (binding_element == s_arrBindingOrder[i]) { |
| binding_flow_direction = -1; |
| SetCurrentBindingElement(s_arrBindingOrder[i - 1], true); |
| return; |
| } |
| } |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false); |
| } |
| |
| static void StopBinding(void) |
| { |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false); |
| } |
| |
| typedef struct |
| { |
| int axis; |
| int direction; |
| } AxisInfo; |
| |
| static bool ParseAxisInfo(const char *description, AxisInfo *info) |
| { |
| if (!description) { |
| return false; |
| } |
| |
| if (*description == '-') { |
| info->direction = -1; |
| ++description; |
| } else if (*description == '+') { |
| info->direction = 1; |
| ++description; |
| } else { |
| info->direction = 0; |
| } |
| |
| if (description[0] == 'a' && SDL_isdigit(description[1])) { |
| ++description; |
| info->axis = SDL_atoi(description); |
| return true; |
| } |
| return false; |
| } |
| |
| static void CommitBindingElement(const char *binding, bool force) |
| { |
| char *mapping; |
| int direction = 1; |
| bool ignore_binding = false; |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| return; |
| } |
| |
| if (controller->mapping) { |
| mapping = SDL_strdup(controller->mapping); |
| } else { |
| mapping = NULL; |
| } |
| |
| /* If the controller generates multiple events for a single element, pick the best one */ |
| if (!force && binding_advance_time) { |
| char *current = GetElementBinding(mapping, binding_element); |
| bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_COUNT); |
| bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_COUNT && |
| binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX); |
| bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER || |
| binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER); |
| bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP || |
| binding_element == SDL_GAMEPAD_BUTTON_DPAD_DOWN || |
| binding_element == SDL_GAMEPAD_BUTTON_DPAD_LEFT || |
| binding_element == SDL_GAMEPAD_BUTTON_DPAD_RIGHT); |
| |
| if (native_button) { |
| bool current_button = (current && *current == 'b'); |
| bool proposed_button = (binding && *binding == 'b'); |
| if (current_button && !proposed_button) { |
| ignore_binding = true; |
| } |
| /* Use the lower index button (we map from lower to higher button index) */ |
| if (current_button && proposed_button && current[1] < binding[1]) { |
| ignore_binding = true; |
| } |
| } |
| if (native_axis) { |
| AxisInfo current_axis_info = { 0, 0 }; |
| AxisInfo proposed_axis_info = { 0, 0 }; |
| bool current_axis = ParseAxisInfo(current, ¤t_axis_info); |
| bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info); |
| |
| if (current_axis) { |
| /* Ignore this unless the proposed binding extends the existing axis */ |
| ignore_binding = true; |
| |
| if (native_trigger && |
| ((*current == '-' && *binding == '+' && |
| SDL_strcmp(current + 1, binding + 1) == 0) || |
| (*current == '+' && *binding == '-' && |
| SDL_strcmp(current + 1, binding + 1) == 0))) { |
| /* Merge two half axes into a whole axis for a trigger */ |
| ++binding; |
| ignore_binding = false; |
| } |
| |
| /* Use the lower index axis (we map from lower to higher axis index) */ |
| if (proposed_axis && proposed_axis_info.axis < current_axis_info.axis) { |
| ignore_binding = false; |
| } |
| } |
| } |
| if (native_dpad) { |
| bool current_hat = (current && *current == 'h'); |
| bool proposed_hat = (binding && *binding == 'h'); |
| if (current_hat && !proposed_hat) { |
| ignore_binding = true; |
| } |
| /* Use the lower index hat (we map from lower to higher hat index) */ |
| if (current_hat && proposed_hat && current[1] < binding[1]) { |
| ignore_binding = true; |
| } |
| } |
| SDL_free(current); |
| } |
| |
| if (!ignore_binding && binding_flow && !force) { |
| int existing = GetElementForBinding(mapping, binding); |
| if (existing != SDL_GAMEPAD_ELEMENT_INVALID) { |
| SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH; |
| SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST; |
| SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST; |
| if (binding_element == action_forward) { |
| /* Bind it! */ |
| } else if (binding_element == action_backward) { |
| if (existing == action_forward) { |
| bool bound_backward = MappingHasElement(controller->mapping, action_backward); |
| if (bound_backward) { |
| /* Just move on to the next one */ |
| ignore_binding = true; |
| SetNextBindingElement(); |
| } else { |
| /* You can't skip the backward action, go back and start over */ |
| ignore_binding = true; |
| SetPrevBindingElement(); |
| } |
| } else if (existing == action_backward && binding_flow_direction == -1) { |
| /* Keep going backwards */ |
| ignore_binding = true; |
| SetPrevBindingElement(); |
| } else { |
| /* Bind it! */ |
| } |
| } else if (existing == action_forward) { |
| /* Just move on to the next one */ |
| ignore_binding = true; |
| SetNextBindingElement(); |
| } else if (existing == action_backward) { |
| ignore_binding = true; |
| SetPrevBindingElement(); |
| } else if (existing == binding_element) { |
| /* We're rebinding the same thing, just move to the next one */ |
| ignore_binding = true; |
| SetNextBindingElement(); |
| } else if (existing == action_delete) { |
| /* Clear the current binding and move to the next one */ |
| binding = NULL; |
| direction = 1; |
| force = true; |
| } else if (binding_element != action_forward && |
| binding_element != action_backward) { |
| /* Actually, we'll just clear the existing binding */ |
| /*ignore_binding = true;*/ |
| } |
| } |
| } |
| |
| if (ignore_binding) { |
| SDL_free(mapping); |
| return; |
| } |
| |
| mapping = ClearMappingBinding(mapping, binding); |
| mapping = SetElementBinding(mapping, binding_element, binding); |
| SetAndFreeGamepadMapping(mapping); |
| |
| if (force) { |
| if (binding_flow) { |
| if (direction > 0) { |
| SetNextBindingElement(); |
| } else if (direction < 0) { |
| SetPrevBindingElement(); |
| } |
| } else { |
| StopBinding(); |
| } |
| } else { |
| /* Wait to see if any more bindings come in */ |
| binding_advance_time = SDL_GetTicks() + 30; |
| } |
| } |
| |
| static void ClearBinding(void) |
| { |
| CommitBindingElement(NULL, true); |
| } |
| |
| static void SetDisplayMode(ControllerDisplayMode mode) |
| { |
| float x, y; |
| SDL_MouseButtonFlags button_state; |
| |
| if (mode == CONTROLLER_MODE_BINDING) { |
| /* Make a backup of the current mapping */ |
| if (controller->mapping) { |
| backup_mapping = SDL_strdup(controller->mapping); |
| } |
| mapping_controller = controller->id; |
| if (MappingHasBindings(backup_mapping)) { |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false); |
| } else { |
| SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, true); |
| } |
| } else { |
| if (backup_mapping) { |
| SDL_free(backup_mapping); |
| backup_mapping = NULL; |
| } |
| mapping_controller = 0; |
| StopBinding(); |
| } |
| |
| display_mode = mode; |
| SetGamepadImageDisplayMode(image, mode); |
| SetGamepadDisplayDisplayMode(gamepad_elements, mode); |
| |
| button_state = SDL_GetMouseState(&x, &y); |
| SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y); |
| UpdateButtonHighlights(x, y, button_state ? true : false); |
| } |
| |
| static void CancelMapping(void) |
| { |
| SetAndFreeGamepadMapping(backup_mapping); |
| backup_mapping = NULL; |
| |
| SetDisplayMode(CONTROLLER_MODE_TESTING); |
| } |
| |
| static void ClearMapping(void) |
| { |
| SetAndFreeGamepadMapping(NULL); |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false); |
| } |
| |
| static void CopyMapping(void) |
| { |
| if (controller && controller->mapping) { |
| SDL_SetClipboardText(controller->mapping); |
| } |
| } |
| |
| static void PasteMapping(void) |
| { |
| if (controller) { |
| char *mapping = SDL_GetClipboardText(); |
| if (MappingHasBindings(mapping)) { |
| StopBinding(); |
| SDL_SetGamepadMapping(controller->id, mapping); |
| RefreshControllerName(); |
| } else { |
| /* Not a valid mapping, ignore it */ |
| } |
| SDL_free(mapping); |
| } |
| } |
| |
| static void CommitControllerName(void) |
| { |
| char *mapping = NULL; |
| |
| if (controller->mapping) { |
| mapping = SDL_strdup(controller->mapping); |
| } else { |
| mapping = NULL; |
| } |
| mapping = SetMappingName(mapping, controller_name); |
| SetAndFreeGamepadMapping(mapping); |
| } |
| |
| static void AddControllerNameText(const char *text) |
| { |
| size_t current_length = (controller_name ? SDL_strlen(controller_name) : 0); |
| size_t text_length = SDL_strlen(text); |
| size_t size = current_length + text_length + 1; |
| char *name = (char *)SDL_realloc(controller_name, size); |
| if (name) { |
| SDL_memcpy(&name[current_length], text, text_length + 1); |
| controller_name = name; |
| } |
| CommitControllerName(); |
| } |
| |
| static void BackspaceControllerName(void) |
| { |
| size_t length = (controller_name ? SDL_strlen(controller_name) : 0); |
| if (length > 0) { |
| controller_name[length - 1] = '\0'; |
| } |
| CommitControllerName(); |
| } |
| |
| static void ClearControllerName(void) |
| { |
| if (controller_name) { |
| *controller_name = '\0'; |
| } |
| CommitControllerName(); |
| } |
| |
| static void CopyControllerName(void) |
| { |
| SDL_SetClipboardText(controller_name); |
| } |
| |
| static void PasteControllerName(void) |
| { |
| SDL_free(controller_name); |
| controller_name = SDL_GetClipboardText(); |
| CommitControllerName(); |
| } |
| |
| static void CommitGamepadType(SDL_GamepadType type) |
| { |
| char *mapping = NULL; |
| |
| if (controller->mapping) { |
| mapping = SDL_strdup(controller->mapping); |
| } else { |
| mapping = NULL; |
| } |
| mapping = SetMappingType(mapping, type); |
| SetAndFreeGamepadMapping(mapping); |
| } |
| |
| static const char *GetBindingInstruction(void) |
| { |
| switch (binding_element) { |
| case SDL_GAMEPAD_ELEMENT_INVALID: |
| return "Select an element to bind from the list on the left"; |
| case SDL_GAMEPAD_BUTTON_SOUTH: |
| case SDL_GAMEPAD_BUTTON_EAST: |
| case SDL_GAMEPAD_BUTTON_WEST: |
| case SDL_GAMEPAD_BUTTON_NORTH: |
| switch (SDL_GetGamepadButtonLabelForType(GetGamepadImageType(image), (SDL_GamepadButton)binding_element)) { |
| case SDL_GAMEPAD_BUTTON_LABEL_A: |
| return "Press the A button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_B: |
| return "Press the B button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_X: |
| return "Press the X button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_Y: |
| return "Press the Y button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_CROSS: |
| return "Press the Cross (X) button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE: |
| return "Press the Circle button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_SQUARE: |
| return "Press the Square button"; |
| case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE: |
| return "Press the Triangle button"; |
| default: |
| return ""; |
| } |
| break; |
| case SDL_GAMEPAD_BUTTON_BACK: |
| return "Press the left center button (Back/View/Share)"; |
| case SDL_GAMEPAD_BUTTON_GUIDE: |
| return "Press the center button (Home/Guide)"; |
| case SDL_GAMEPAD_BUTTON_START: |
| return "Press the right center button (Start/Menu/Options)"; |
| case SDL_GAMEPAD_BUTTON_LEFT_STICK: |
| return "Press the left thumbstick button (LSB/L3)"; |
| case SDL_GAMEPAD_BUTTON_RIGHT_STICK: |
| return "Press the right thumbstick button (RSB/R3)"; |
| case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: |
| return "Press the left shoulder button (LB/L1)"; |
| case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: |
| return "Press the right shoulder button (RB/R1)"; |
| case SDL_GAMEPAD_BUTTON_DPAD_UP: |
| return "Press the D-Pad up"; |
| case SDL_GAMEPAD_BUTTON_DPAD_DOWN: |
| return "Press the D-Pad down"; |
| case SDL_GAMEPAD_BUTTON_DPAD_LEFT: |
| return "Press the D-Pad left"; |
| case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: |
| return "Press the D-Pad right"; |
| case SDL_GAMEPAD_BUTTON_MISC1: |
| return "Press the bottom center button (Share/Capture)"; |
| case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: |
| return "Press the upper paddle under your right hand"; |
| case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: |
| return "Press the upper paddle under your left hand"; |
| case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: |
| return "Press the lower paddle under your right hand"; |
| case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: |
| return "Press the lower paddle under your left hand"; |
| case SDL_GAMEPAD_BUTTON_TOUCHPAD: |
| return "Press down on the touchpad"; |
| case SDL_GAMEPAD_BUTTON_MISC2: |
| case SDL_GAMEPAD_BUTTON_MISC3: |
| case SDL_GAMEPAD_BUTTON_MISC4: |
| case SDL_GAMEPAD_BUTTON_MISC5: |
| case SDL_GAMEPAD_BUTTON_MISC6: |
| return "Press any additional button not already bound"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE: |
| return "Move the left thumbstick to the left"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE: |
| return "Move the left thumbstick to the right"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE: |
| return "Move the left thumbstick up"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE: |
| return "Move the left thumbstick down"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE: |
| return "Move the right thumbstick to the left"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE: |
| return "Move the right thumbstick to the right"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE: |
| return "Move the right thumbstick up"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE: |
| return "Move the right thumbstick down"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER: |
| return "Pull the left trigger (LT/L2)"; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER: |
| return "Pull the right trigger (RT/R2)"; |
| case SDL_GAMEPAD_ELEMENT_NAME: |
| return "Type the name of your controller"; |
| case SDL_GAMEPAD_ELEMENT_TYPE: |
| return "Select the type of your controller"; |
| default: |
| return ""; |
| } |
| } |
| |
| static int FindController(SDL_JoystickID id) |
| { |
| int i; |
| |
| for (i = 0; i < num_controllers; ++i) { |
| if (id == controllers[i].id) { |
| return i; |
| } |
| } |
| return -1; |
| } |
| |
| static void SetController(SDL_JoystickID id) |
| { |
| int i = FindController(id); |
| |
| if (i < 0 && num_controllers > 0) { |
| i = 0; |
| } |
| |
| if (i >= 0) { |
| controller = &controllers[i]; |
| } else { |
| controller = NULL; |
| } |
| |
| RefreshControllerName(); |
| } |
| |
| static void AddController(SDL_JoystickID id, bool verbose) |
| { |
| Controller *new_controllers; |
| Controller *new_controller; |
| SDL_Joystick *joystick; |
| |
| if (FindController(id) >= 0) { |
| /* We already have this controller */ |
| return; |
| } |
| |
| new_controllers = (Controller *)SDL_realloc(controllers, (num_controllers + 1) * sizeof(*controllers)); |
| if (!new_controllers) { |
| return; |
| } |
| |
| controller = NULL; |
| controllers = new_controllers; |
| new_controller = &new_controllers[num_controllers++]; |
| SDL_zerop(new_controller); |
| new_controller->id = id; |
| |
| new_controller->joystick = SDL_OpenJoystick(id); |
| new_controller->num_axes = SDL_GetNumJoystickAxes(new_controller->joystick); |
| new_controller->axis_state = (AxisState *)SDL_calloc(new_controller->num_axes, sizeof(*new_controller->axis_state)); |
| |
| joystick = new_controller->joystick; |
| if (joystick) { |
| if (verbose && !SDL_IsGamepad(id)) { |
| const char *name = SDL_GetJoystickName(joystick); |
| const char *path = SDL_GetJoystickPath(joystick); |
| char guid[33]; |
| SDL_Log("Opened joystick %s%s%s\n", name, path ? ", " : "", path ? path : ""); |
| SDL_GUIDToString(SDL_GetJoystickGUID(joystick), guid, sizeof(guid)); |
| SDL_Log("No gamepad mapping for %s\n", guid); |
| } |
| } else { |
| SDL_Log("Couldn't open joystick: %s", SDL_GetError()); |
| } |
| |
| if (mapping_controller) { |
| SetController(mapping_controller); |
| } else { |
| SetController(id); |
| } |
| } |
| |
| static void DelController(SDL_JoystickID id) |
| { |
| int i = FindController(id); |
| |
| if (i < 0) { |
| return; |
| } |
| |
| if (display_mode == CONTROLLER_MODE_BINDING && id == controller->id) { |
| SetDisplayMode(CONTROLLER_MODE_TESTING); |
| } |
| |
| /* Reset trigger state */ |
| if (controllers[i].trigger_effect != 0) { |
| controllers[i].trigger_effect = -1; |
| CyclePS5TriggerEffect(&controllers[i]); |
| } |
| SDL_assert(controllers[i].gamepad == NULL); |
| if (controllers[i].axis_state) { |
| SDL_free(controllers[i].axis_state); |
| } |
| if (controllers[i].joystick) { |
| SDL_CloseJoystick(controllers[i].joystick); |
| } |
| |
| --num_controllers; |
| if (i < num_controllers) { |
| SDL_memcpy(&controllers[i], &controllers[i + 1], (num_controllers - i) * sizeof(*controllers)); |
| } |
| |
| if (mapping_controller) { |
| SetController(mapping_controller); |
| } else { |
| SetController(id); |
| } |
| } |
| |
| static void HandleGamepadRemapped(SDL_JoystickID id) |
| { |
| char *mapping; |
| int i = FindController(id); |
| |
| SDL_assert(i >= 0); |
| if (i < 0) { |
| return; |
| } |
| |
| if (!controllers[i].gamepad) { |
| /* Failed to open this controller */ |
| return; |
| } |
| |
| /* Get the current mapping */ |
| mapping = SDL_GetGamepadMapping(controllers[i].gamepad); |
| |
| /* Make sure the mapping has a valid name */ |
| if (mapping && !MappingHasName(mapping)) { |
| mapping = SetMappingName(mapping, SDL_GetJoystickName(controllers[i].joystick)); |
| } |
| |
| SDL_free(controllers[i].mapping); |
| controllers[i].mapping = mapping; |
| controllers[i].has_bindings = MappingHasBindings(mapping); |
| } |
| |
| static void HandleGamepadAdded(SDL_JoystickID id, bool verbose) |
| { |
| SDL_Gamepad *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 |
| }; |
| int i; |
| |
| i = FindController(id); |
| if (i < 0) { |
| return; |
| } |
| |
| SDL_assert(!controllers[i].gamepad); |
| controllers[i].gamepad = SDL_OpenGamepad(id); |
| |
| gamepad = controllers[i].gamepad; |
| if (gamepad) { |
| if (verbose) { |
| SDL_PropertiesID props = SDL_GetGamepadProperties(gamepad); |
| 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) { |
| SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version); |
| } |
| |
| if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, false)) { |
| SDL_Log("Has player LED"); |
| } |
| |
| if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) { |
| SDL_Log("Rumble supported"); |
| } |
| |
| if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false)) { |
| SDL_Log("Trigger rumble supported"); |
| } |
| |
| if (SDL_GetGamepadPlayerIndex(gamepad) >= 0) { |
| SDL_Log("Player index: %d\n", SDL_GetGamepadPlayerIndex(gamepad)); |
| } |
| } |
| |
| 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, true); |
| } |
| } |
| |
| if (verbose) { |
| char *mapping = SDL_GetGamepadMapping(gamepad); |
| if (mapping) { |
| SDL_Log("Mapping: %s\n", mapping); |
| SDL_free(mapping); |
| } |
| } |
| } else { |
| SDL_Log("Couldn't open gamepad: %s", SDL_GetError()); |
| } |
| |
| HandleGamepadRemapped(id); |
| } |
| |
| static void HandleGamepadRemoved(SDL_JoystickID id) |
| { |
| int i = FindController(id); |
| |
| SDL_assert(i >= 0); |
| if (i < 0) { |
| return; |
| } |
| |
| if (controllers[i].mapping) { |
| SDL_free(controllers[i].mapping); |
| controllers[i].mapping = NULL; |
| } |
| if (controllers[i].gamepad) { |
| SDL_CloseGamepad(controllers[i].gamepad); |
| controllers[i].gamepad = NULL; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| static bool ShowingFront(void) |
| { |
| bool showing_front = true; |
| int i; |
| |
| /* Show the back of the gamepad if the paddles are being held or bound */ |
| for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) { |
| if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) || |
| binding_element == i) { |
| showing_front = false; |
| break; |
| } |
| } |
| if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) { |
| showing_front = 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 bool 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 true; |
| } |
| |
| static bool 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 true; |
| } |
| |
| static bool 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 true; |
| } |
| |
| static void OpenVirtualGamepad(void) |
| { |
| SDL_VirtualJoystickTouchpadDesc virtual_touchpad = { 1, { 0, 0, 0 } }; |
| SDL_VirtualJoystickSensorDesc virtual_sensor = { SDL_SENSOR_ACCEL, 0.0f }; |
| SDL_VirtualJoystickDesc desc; |
| SDL_JoystickID virtual_id; |
| |
| if (virtual_joystick) { |
| return; |
| } |
| |
| SDL_INIT_INTERFACE(&desc); |
| desc.type = SDL_JOYSTICK_TYPE_GAMEPAD; |
| desc.naxes = SDL_GAMEPAD_AXIS_COUNT; |
| desc.nbuttons = SDL_GAMEPAD_BUTTON_COUNT; |
| desc.ntouchpads = 1; |
| desc.touchpads = &virtual_touchpad; |
| desc.nsensors = 1; |
| desc.sensors = &virtual_sensor; |
| desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex; |
| desc.Rumble = VirtualGamepadRumble; |
| desc.RumbleTriggers = VirtualGamepadRumbleTriggers; |
| desc.SetLED = VirtualGamepadSetLED; |
| |
| virtual_id = SDL_AttachVirtualJoystick(&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) { |
| 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; |
| } |
| } |
| |
| 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, false); |
| 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) { |
| int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN); |
| float distance = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), 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) / GetGamepadImageAxisWidth(image), -1.0f, 1.0f); |
| float distanceY = SDL_clamp((y - virtual_axis_start_y) / GetGamepadImageAxisHeight(image), -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); |
| } |
| } |
| |
| if (virtual_touchpad_active) { |
| SDL_FRect touchpad; |
| GetGamepadTouchpadArea(image, &touchpad); |
| virtual_touchpad_x = (x - touchpad.x) / touchpad.w; |
| virtual_touchpad_y = (y - touchpad.y) / touchpad.h; |
| SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f); |
| } |
| } |
| |
| static void VirtualGamepadMouseDown(float x, float y) |
| { |
| int element = GetGamepadImageElementAt(image, x, y); |
| |
| if (element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| SDL_FPoint point = { x, y }; |
| SDL_FRect touchpad; |
| GetGamepadTouchpadArea(image, &touchpad); |
| if (SDL_PointInRectFloat(&point, &touchpad)) { |
| virtual_touchpad_active = true; |
| virtual_touchpad_x = (x - touchpad.x) / touchpad.w; |
| virtual_touchpad_y = (y - touchpad.y) / touchpad.h; |
| SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f); |
| } |
| return; |
| } |
| |
| if (element < SDL_GAMEPAD_BUTTON_COUNT) { |
| virtual_button_active = (SDL_GamepadButton)element; |
| SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, true); |
| } else { |
| switch (element) { |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE: |
| virtual_axis_active = SDL_GAMEPAD_AXIS_LEFTX; |
| break; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE: |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE: |
| virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHTX; |
| break; |
| case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER: |
| virtual_axis_active = SDL_GAMEPAD_AXIS_LEFT_TRIGGER; |
| break; |
| case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER: |
| virtual_axis_active = SDL_GAMEPAD_AXIS_RIGHT_TRIGGER; |
| break; |
| } |
| 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, false); |
| 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); |
| } |
| virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID; |
| } |
| |
| if (virtual_touchpad_active) { |
| SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, false, virtual_touchpad_x, virtual_touchpad_y, 0.0f); |
| virtual_touchpad_active = false; |
| } |
| } |
| |
| static void DrawGamepadWaiting(SDL_Renderer *renderer) |
| { |
| const char *text = "Waiting for gamepad, press A to add a virtual controller"; |
| float x, y; |
| |
| x = SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2; |
| y = TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2; |
| SDLTest_DrawString(renderer, x, y, text); |
| } |
| |
| static void DrawGamepadInfo(SDL_Renderer *renderer) |
| { |
| const char *type; |
| const char *serial; |
| char text[128]; |
| float x, y; |
| |
| if (title_highlighted) { |
| Uint8 r, g, b, a; |
| |
| SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a); |
| |
| if (title_pressed) { |
| SDL_SetRenderDrawColor(renderer, PRESSED_COLOR); |
| } else { |
| SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR); |
| } |
| SDL_RenderFillRect(renderer, &title_area); |
| |
| SDL_SetRenderDrawColor(renderer, r, g, b, a); |
| } |
| |
| if (type_highlighted) { |
| Uint8 r, g, b, a; |
| |
| SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a); |
| |
| if (type_pressed) { |
| SDL_SetRenderDrawColor(renderer, PRESSED_COLOR); |
| } else { |
| SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR); |
| } |
| SDL_RenderFillRect(renderer, &type_area); |
| |
| SDL_SetRenderDrawColor(renderer, r, g, b, a); |
| } |
| |
| if (controller->joystick) { |
| SDL_snprintf(text, sizeof(text), "(%" SDL_PRIu32 ")", SDL_GetJoystickID(controller->joystick)); |
| x = SCREEN_WIDTH - (FONT_CHARACTER_SIZE * SDL_strlen(text)) - 8.0f; |
| y = 8.0f; |
| SDLTest_DrawString(renderer, x, y, text); |
| } |
| |
| if (controller_name && *controller_name) { |
| x = title_area.x + title_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(controller_name)) / 2; |
| y = title_area.y + title_area.h / 2 - FONT_CHARACTER_SIZE / 2; |
| SDLTest_DrawString(renderer, x, y, controller_name); |
| } |
| |
| if (SDL_IsJoystickVirtual(controller->id)) { |
| SDL_strlcpy(text, "Click on the gamepad image below to generate input", sizeof(text)); |
| x = SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2; |
| y = TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2 + FONT_LINE_HEIGHT + 2.0f; |
| SDLTest_DrawString(renderer, x, y, text); |
| } |
| |
| type = GetGamepadTypeString(SDL_GetGamepadType(controller->gamepad)); |
| x = type_area.x + type_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(type)) / 2; |
| y = type_area.y + type_area.h / 2 - FONT_CHARACTER_SIZE / 2; |
| SDLTest_DrawString(renderer, x, y, type); |
| |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| Uint64 steam_handle = SDL_GetGamepadSteamHandle(controller->gamepad); |
| if (steam_handle) { |
| SDL_snprintf(text, SDL_arraysize(text), "Steam: 0x%.16" SDL_PRIx64, steam_handle); |
| y = SCREEN_HEIGHT - 2 * (8.0f + FONT_LINE_HEIGHT); |
| x = SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text)); |
| SDLTest_DrawString(renderer, x, y, text); |
| } |
| |
| SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x", |
| SDL_GetJoystickVendor(controller->joystick), |
| SDL_GetJoystickProduct(controller->joystick)); |
| y = SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT; |
| x = SCREEN_WIDTH - 8.0f - (FONT_CHARACTER_SIZE * SDL_strlen(text)); |
| SDLTest_DrawString(renderer, x, y, text); |
| |
| serial = SDL_GetJoystickSerial(controller->joystick); |
| if (serial && *serial) { |
| SDL_snprintf(text, SDL_arraysize(text), "Serial: %s", serial); |
| x = SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2; |
| y = SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT; |
| SDLTest_DrawString(renderer, x, y, text); |
| } |
| } |
| } |
| |
| static const char *GetButtonLabel(SDL_GamepadType type, SDL_GamepadButton button) |
| { |
| switch (SDL_GetGamepadButtonLabelForType(type, button)) { |
| case SDL_GAMEPAD_BUTTON_LABEL_A: |
| return "A"; |
| case SDL_GAMEPAD_BUTTON_LABEL_B: |
| return "B"; |
| case SDL_GAMEPAD_BUTTON_LABEL_X: |
| return "X"; |
| case SDL_GAMEPAD_BUTTON_LABEL_Y: |
| return "Y"; |
| case SDL_GAMEPAD_BUTTON_LABEL_CROSS: |
| return "Cross (X)"; |
| case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE: |
| return "Circle"; |
| case SDL_GAMEPAD_BUTTON_LABEL_SQUARE: |
| return "Square"; |
| case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE: |
| return "Triangle"; |
| default: |
| return "UNKNOWN"; |
| } |
| } |
| |
| static void DrawBindingTips(SDL_Renderer *renderer) |
| { |
| const char *text; |
| SDL_FRect image_area, button_area; |
| float x, y; |
| |
| GetGamepadImageArea(image, &image_area); |
| GetGamepadButtonArea(done_mapping_button, &button_area); |
| x = image_area.x + image_area.w / 2; |
| y = image_area.y + image_area.h; |
| y += (button_area.y - y - FONT_CHARACTER_SIZE) / 2; |
| |
| text = GetBindingInstruction(); |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| SDLTest_DrawString(renderer, x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, y, text); |
| } else { |
| Uint8 r, g, b, a; |
| SDL_FRect rect; |
| SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH; |
| bool bound_forward = MappingHasElement(controller->mapping, action_forward); |
| SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST; |
| bool bound_backward = MappingHasElement(controller->mapping, action_backward); |
| SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST; |
| bool bound_delete = MappingHasElement(controller->mapping, action_delete); |
| |
| y -= (FONT_CHARACTER_SIZE + BUTTON_MARGIN) / 2; |
| |
| rect.w = 2.0f + (FONT_CHARACTER_SIZE * SDL_strlen(text)) + 2.0f; |
| rect.h = 2.0f + FONT_CHARACTER_SIZE + 2.0f; |
| rect.x = x - rect.w / 2; |
| rect.y = y - 2.0f; |
| |
| SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a); |
| SDL_SetRenderDrawColor(renderer, SELECTED_COLOR); |
| SDL_RenderFillRect(renderer, &rect); |
| SDL_SetRenderDrawColor(renderer, r, g, b, a); |
| SDLTest_DrawString(renderer, x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, y, text); |
| |
| y += (FONT_CHARACTER_SIZE + BUTTON_MARGIN); |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| text = "(press RETURN to complete)"; |
| } else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE || |
| binding_element == action_forward || |
| binding_element == action_backward) { |
| text = "(press ESC to cancel)"; |
| } else { |
| static char dynamic_text[128]; |
| SDL_GamepadType type = GetGamepadImageType(image); |
| if (binding_flow && bound_forward && bound_backward) { |
| if (binding_element != action_delete && bound_delete) { |
| SDL_snprintf(dynamic_text, sizeof(dynamic_text), "(press %s to skip, %s to go back, %s to delete, and ESC to cancel)", GetButtonLabel(type, action_forward), GetButtonLabel(type, action_backward), GetButtonLabel(type, action_delete)); |
| } else { |
| SDL_snprintf(dynamic_text, sizeof(dynamic_text), "(press %s to skip, %s to go back, SPACE to delete, and ESC to cancel)", GetButtonLabel(type, action_forward), GetButtonLabel(type, action_backward)); |
| } |
| text = dynamic_text; |
| } else { |
| text = "(press SPACE to delete and ESC to cancel)"; |
| } |
| } |
| SDLTest_DrawString(renderer, x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, y, text); |
| } |
| } |
| |
| static void UpdateGamepadEffects(void) |
| { |
| if (display_mode != CONTROLLER_MODE_TESTING || !controller->gamepad) { |
| return; |
| } |
| |
| /* Update LED based on left thumbstick position */ |
| { |
| Sint16 x = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTX); |
| Sint16 y = SDL_GetGamepadAxis(controller->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(controller->gamepad, r, g, b); |
| } |
| } |
| |
| if (controller->trigger_effect == 0) { |
| /* Update rumble based on trigger state */ |
| { |
| Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER); |
| Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER); |
| Uint16 low_frequency_rumble = ConvertAxisToRumble(left); |
| Uint16 high_frequency_rumble = ConvertAxisToRumble(right); |
| SDL_RumbleGamepad(controller->gamepad, low_frequency_rumble, high_frequency_rumble, 250); |
| } |
| |
| /* Update trigger rumble based on thumbstick state */ |
| { |
| Sint16 left = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_LEFTY); |
| Sint16 right = SDL_GetGamepadAxis(controller->gamepad, SDL_GAMEPAD_AXIS_RIGHTY); |
| Uint16 left_rumble = ConvertAxisToRumble(~left); |
| Uint16 right_rumble = ConvertAxisToRumble(~right); |
| |
| SDL_RumbleGamepadTriggers(controller->gamepad, left_rumble, right_rumble, 250); |
| } |
| } |
| } |
| |
| static void loop(void *arg) |
| { |
| SDL_Event event; |
| |
| /* If we have a virtual controller, send a virtual accelerometer sensor reading */ |
| if (virtual_joystick) { |
| float data[3] = { 0.0f, SDL_STANDARD_GRAVITY, 0.0f }; |
| SDL_SendJoystickVirtualSensorData(virtual_joystick, SDL_SENSOR_ACCEL, SDL_GetTicksNS(), data, SDL_arraysize(data)); |
| } |
| |
| /* 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) { |
| SDL_ConvertEventToRenderCoordinates(screen, &event); |
| |
| switch (event.type) { |
| case SDL_EVENT_JOYSTICK_ADDED: |
| AddController(event.jdevice.which, true); |
| break; |
| |
| case SDL_EVENT_JOYSTICK_REMOVED: |
| DelController(event.jdevice.which); |
| break; |
| |
| case SDL_EVENT_JOYSTICK_AXIS_MOTION: |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| if (event.jaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.jaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) { |
| SetController(event.jaxis.which); |
| } |
| } else if (display_mode == CONTROLLER_MODE_BINDING && |
| event.jaxis.which == controller->id && |
| event.jaxis.axis < controller->num_axes && |
| binding_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 gamepad needed 96 */ |
| AxisState *pAxisState = &controller->axis_state[event.jaxis.axis]; |
| int nValue = event.jaxis.value; |
| int nCurrentDistance, nFarthestDistance; |
| if (!pAxisState->m_bMoving) { |
| Sint16 nInitialValue; |
| pAxisState->m_bMoving = SDL_GetJoystickAxisInitialState(controller->joystick, event.jaxis.axis, &nInitialValue); |
| pAxisState->m_nLastValue = nValue; |
| pAxisState->m_nStartingValue = nInitialValue; |
| pAxisState->m_nFarthestValue = nInitialValue; |
| } else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) { |
| break; |
| } else { |
| pAxisState->m_nLastValue = nValue; |
| } |
| nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue); |
| nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue); |
| if (nCurrentDistance > nFarthestDistance) { |
| pAxisState->m_nFarthestValue = nValue; |
| nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue); |
| } |
| |
| #ifdef DEBUG_AXIS_MAPPING |
| SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance); |
| #endif |
| /* If we've gone out far enough and started to come back, let's bind this axis */ |
| if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) { |
| char binding[12]; |
| int axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue); |
| int axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue); |
| |
| if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MIN) { |
| /* The negative half axis */ |
| (void)SDL_snprintf(binding, sizeof(binding), "-a%d", event.jaxis.axis); |
| } else if (axis_min == 0 && axis_max == SDL_JOYSTICK_AXIS_MAX) { |
| /* The positive half axis */ |
| (void)SDL_snprintf(binding, sizeof(binding), "+a%d", event.jaxis.axis); |
| } else { |
| (void)SDL_snprintf(binding, sizeof(binding), "a%d", event.jaxis.axis); |
| if (axis_min > axis_max) { |
| /* Invert the axis */ |
| SDL_strlcat(binding, "~", SDL_arraysize(binding)); |
| } |
| } |
| #ifdef DEBUG_AXIS_MAPPING |
| SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event.jaxis.axis, axis_min, axis_max, binding); |
| #endif |
| CommitBindingElement(binding, false); |
| } |
| } |
| break; |
| |
| case SDL_EVENT_JOYSTICK_BUTTON_DOWN: |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| SetController(event.jbutton.which); |
| } |
| break; |
| |
| case SDL_EVENT_JOYSTICK_BUTTON_UP: |
| if (display_mode == CONTROLLER_MODE_BINDING && |
| event.jbutton.which == controller->id && |
| binding_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| char binding[12]; |
| |
| SDL_snprintf(binding, sizeof(binding), "b%d", event.jbutton.button); |
| CommitBindingElement(binding, false); |
| } |
| break; |
| |
| case SDL_EVENT_JOYSTICK_HAT_MOTION: |
| if (display_mode == CONTROLLER_MODE_BINDING && |
| event.jhat.which == controller->id && |
| event.jhat.value != SDL_HAT_CENTERED && |
| binding_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| char binding[12]; |
| |
| SDL_snprintf(binding, sizeof(binding), "h%d.%d", event.jhat.hat, event.jhat.value); |
| CommitBindingElement(binding, false); |
| } |
| break; |
| |
| case SDL_EVENT_GAMEPAD_ADDED: |
| HandleGamepadAdded(event.gdevice.which, true); |
| break; |
| |
| case SDL_EVENT_GAMEPAD_REMOVED: |
| HandleGamepadRemoved(event.gdevice.which); |
| break; |
| |
| case SDL_EVENT_GAMEPAD_REMAPPED: |
| HandleGamepadRemapped(event.gdevice.which); |
| break; |
| |
| case SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED: |
| RefreshControllerName(); |
| break; |
| |
| #ifdef VERBOSE_TOUCHPAD |
| 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; |
| #endif /* VERBOSE_TOUCHPAD */ |
| |
| #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 */ |
| |
| #ifdef VERBOSE_AXES |
| case SDL_EVENT_GAMEPAD_AXIS_MOTION: |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) { |
| SetController(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 (display_mode == CONTROLLER_MODE_TESTING) { |
| if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) { |
| SetController(event.gbutton.which); |
| } |
| } |
| #ifdef VERBOSE_BUTTONS |
| SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n", |
| event.gbutton.which, |
| SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button), |
| event.gbutton.state ? "pressed" : "released"); |
| #endif /* VERBOSE_BUTTONS */ |
| |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN && |
| controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5) { |
| /* Cycle PS5 audio routing when the microphone button is pressed */ |
| if (event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) { |
| CyclePS5AudioRoute(controller); |
| } |
| |
| /* Cycle PS5 trigger effects when the triangle button is pressed */ |
| if (event.gbutton.button == SDL_GAMEPAD_BUTTON_NORTH) { |
| CyclePS5TriggerEffect(controller); |
| } |
| } |
| } |
| break; |
| |
| case SDL_EVENT_MOUSE_BUTTON_DOWN: |
| if (virtual_joystick && controller && controller->joystick == virtual_joystick) { |
| VirtualGamepadMouseDown(event.button.x, event.button.y); |
| } |
| UpdateButtonHighlights(event.button.x, event.button.y, event.button.down); |
| break; |
| |
| case SDL_EVENT_MOUSE_BUTTON_UP: |
| if (virtual_joystick && controller && controller->joystick == virtual_joystick) { |
| VirtualGamepadMouseUp(event.button.x, event.button.y); |
| } |
| |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| if (GamepadButtonContains(setup_mapping_button, event.button.x, event.button.y)) { |
| SetDisplayMode(CONTROLLER_MODE_BINDING); |
| } |
| } else if (display_mode == CONTROLLER_MODE_BINDING) { |
| if (GamepadButtonContains(done_mapping_button, event.button.x, event.button.y)) { |
| if (controller->mapping) { |
| SDL_Log("Mapping complete:\n"); |
| SDL_Log("%s\n", controller->mapping); |
| } |
| SetDisplayMode(CONTROLLER_MODE_TESTING); |
| } else if (GamepadButtonContains(cancel_button, event.button.x, event.button.y)) { |
| CancelMapping(); |
| } else if (GamepadButtonContains(clear_button, event.button.x, event.button.y)) { |
| ClearMapping(); |
| } else if (controller->has_bindings && |
| GamepadButtonContains(copy_button, event.button.x, event.button.y)) { |
| CopyMapping(); |
| } else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) { |
| PasteMapping(); |
| } else if (title_pressed) { |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, false); |
| } else if (type_pressed) { |
| SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, false); |
| } else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) { |
| int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y); |
| if (type != SDL_GAMEPAD_TYPE_UNSELECTED) { |
| CommitGamepadType((SDL_GamepadType)type); |
| StopBinding(); |
| } |
| } else { |
| int gamepad_element = SDL_GAMEPAD_ELEMENT_INVALID; |
| char *joystick_element; |
| |
| if (controller->joystick != virtual_joystick) { |
| gamepad_element = GetGamepadImageElementAt(image, event.button.x, event.button.y); |
| } |
| if (gamepad_element == SDL_GAMEPAD_ELEMENT_INVALID) { |
| gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y); |
| } |
| if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| /* Set this to false if you don't want to start the binding flow at this point */ |
| const bool should_start_flow = true; |
| SetCurrentBindingElement(gamepad_element, should_start_flow); |
| } |
| |
| joystick_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, event.button.x, event.button.y); |
| if (joystick_element) { |
| CommitBindingElement(joystick_element, true); |
| SDL_free(joystick_element); |
| } |
| } |
| } |
| UpdateButtonHighlights(event.button.x, event.button.y, event.button.down); |
| break; |
| |
| case SDL_EVENT_MOUSE_MOTION: |
| if (virtual_joystick && controller && controller->joystick == virtual_joystick) { |
| VirtualGamepadMouseMotion(event.motion.x, event.motion.y); |
| } |
| UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? true : false); |
| break; |
| |
| case SDL_EVENT_KEY_DOWN: |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| if (event.key.key >= SDLK_0 && event.key.key <= SDLK_9) { |
| if (controller && controller->gamepad) { |
| int player_index = (event.key.key - SDLK_0); |
| |
| SDL_SetGamepadPlayerIndex(controller->gamepad, player_index); |
| } |
| break; |
| } else if (event.key.key == SDLK_A) { |
| OpenVirtualGamepad(); |
| } else if (event.key.key == SDLK_D) { |
| CloseVirtualGamepad(); |
| } else if (event.key.key == SDLK_R && (event.key.mod & SDL_KMOD_CTRL)) { |
| SDL_ReloadGamepadMappings(); |
| } else if (event.key.key == SDLK_ESCAPE) { |
| done = true; |
| } |
| } else if (display_mode == CONTROLLER_MODE_BINDING) { |
| if (event.key.key == SDLK_C && (event.key.mod & SDL_KMOD_CTRL)) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| CopyControllerName(); |
| } else { |
| CopyMapping(); |
| } |
| } else if (event.key.key == SDLK_V && (event.key.mod & SDL_KMOD_CTRL)) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| ClearControllerName(); |
| PasteControllerName(); |
| } else { |
| PasteMapping(); |
| } |
| } else if (event.key.key == SDLK_X && (event.key.mod & SDL_KMOD_CTRL)) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| CopyControllerName(); |
| ClearControllerName(); |
| } else { |
| CopyMapping(); |
| ClearMapping(); |
| } |
| } else if (event.key.key == SDLK_SPACE) { |
| if (binding_element != SDL_GAMEPAD_ELEMENT_NAME) { |
| ClearBinding(); |
| } |
| } else if (event.key.key == SDLK_BACKSPACE) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| BackspaceControllerName(); |
| } |
| } else if (event.key.key == SDLK_RETURN) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| StopBinding(); |
| } |
| } else if (event.key.key == SDLK_ESCAPE) { |
| if (binding_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| StopBinding(); |
| } else { |
| CancelMapping(); |
| } |
| } |
| } |
| break; |
| case SDL_EVENT_TEXT_INPUT: |
| if (display_mode == CONTROLLER_MODE_BINDING) { |
| if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) { |
| AddControllerNameText(event.text.text); |
| } |
| } |
| break; |
| case SDL_EVENT_QUIT: |
| done = true; |
| break; |
| default: |
| break; |
| } |
| } |
| |
| /* Wait 30 ms for joystick events to stop coming in, |
| in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger) |
| */ |
| if (binding_advance_time && SDL_GetTicks() > (binding_advance_time + 30)) { |
| if (binding_flow) { |
| SetNextBindingElement(); |
| } else { |
| StopBinding(); |
| } |
| } |
| |
| /* blank screen, set up for drawing this frame. */ |
| SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); |
| SDL_RenderClear(screen); |
| SDL_SetRenderDrawColor(screen, 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE); |
| |
| if (controller) { |
| SetGamepadImageShowingFront(image, ShowingFront()); |
| UpdateGamepadImageFromGamepad(image, controller->gamepad); |
| if (display_mode == CONTROLLER_MODE_BINDING && |
| binding_element != SDL_GAMEPAD_ELEMENT_INVALID) { |
| SetGamepadImageElement(image, binding_element, true); |
| } |
| RenderGamepadImage(image); |
| |
| if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) { |
| SetGamepadTypeDisplayRealType(gamepad_type, SDL_GetRealGamepadType(controller->gamepad)); |
| RenderGamepadTypeDisplay(gamepad_type); |
| } else { |
| RenderGamepadDisplay(gamepad_elements, controller->gamepad); |
| } |
| RenderJoystickDisplay(joystick_elements, controller->joystick); |
| |
| if (display_mode == CONTROLLER_MODE_TESTING) { |
| RenderGamepadButton(setup_mapping_button); |
| } else if (display_mode == CONTROLLER_MODE_BINDING) { |
| DrawBindingTips(screen); |
| RenderGamepadButton(done_mapping_button); |
| RenderGamepadButton(cancel_button); |
| RenderGamepadButton(clear_button); |
| if (controller->has_bindings) { |
| RenderGamepadButton(copy_button); |
| } |
| RenderGamepadButton(paste_button); |
| } |
| |
| DrawGamepadInfo(screen); |
| |
| UpdateGamepadEffects(); |
| } else { |
| DrawGamepadWaiting(screen); |
| } |
| SDL_Delay(16); |
| SDL_RenderPresent(screen); |
| |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| if (done) { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int main(int argc, char *argv[]) |
| { |
| bool show_mappings = false; |
| int i; |
| float content_scale; |
| int screen_width, screen_height; |
| SDL_FRect area; |
| int gamepad_index = -1; |
| SDLTest_CommonState *state; |
| |
| /* Initialize test framework */ |
| state = SDLTest_CommonCreateState(argv, 0); |
| if (!state) { |
| return 1; |
| } |
| |
| SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI, "1"); |
| 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_JOYSTICK_LINUX_DEADZONES, "1"); |
| |
| /* Enable input debug logging */ |
| SDL_SetLogPriority(SDL_LOG_CATEGORY_INPUT, SDL_LOG_PRIORITY_DEBUG); |
| |
| /* Parse commandline */ |
| for (i = 1; i < argc;) { |
| int consumed; |
| |
| consumed = SDLTest_CommonArg(state, i); |
| if (!consumed) { |
| if (SDL_strcmp(argv[i], "--mappings") == 0) { |
| show_mappings = true; |
| 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; |
| } |
| |
| /* Initialize SDL (Note: video is required to start event loop) */ |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt"); |
| |
| if (show_mappings) { |
| int count = 0; |
| char **mappings = SDL_GetGamepadMappings(&count); |
| int map_i; |
| SDL_Log("Supported mappings:\n"); |
| for (map_i = 0; map_i < count; ++map_i) { |
| SDL_Log("\t%s\n", mappings[map_i]); |
| } |
| SDL_Log("\n"); |
| SDL_free(mappings); |
| } |
| |
| /* Create a window to display gamepad state */ |
| content_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); |
| if (content_scale == 0.0f) { |
| content_scale = 1.0f; |
| } |
| screen_width = (int)SDL_ceilf(SCREEN_WIDTH * content_scale); |
| screen_height = (int)SDL_ceilf(SCREEN_HEIGHT * content_scale); |
| window = SDL_CreateWindow("SDL Controller Test", screen_width, screen_height, 0); |
| if (!window) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); |
| return 2; |
| } |
| |
| screen = SDL_CreateRenderer(window, NULL); |
| if (!screen) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); |
| SDL_DestroyWindow(window); |
| return 2; |
| } |
| |
| 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, (int)SCREEN_WIDTH, (int)SCREEN_HEIGHT, |
| SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| |
| |
| title_area.w = GAMEPAD_WIDTH; |
| title_area.h = FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN; |
| title_area.x = PANEL_WIDTH + PANEL_SPACING; |
| title_area.y = TITLE_HEIGHT / 2 - title_area.h / 2; |
| |
| type_area.w = PANEL_WIDTH - 2 * BUTTON_MARGIN; |
| type_area.h = FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN; |
| type_area.x = BUTTON_MARGIN; |
| type_area.y = TITLE_HEIGHT / 2 - type_area.h / 2; |
| |
| image = CreateGamepadImage(screen); |
| if (!image) { |
| SDL_DestroyRenderer(screen); |
| SDL_DestroyWindow(window); |
| return 2; |
| } |
| SetGamepadImagePosition(image, PANEL_WIDTH + PANEL_SPACING, TITLE_HEIGHT); |
| |
| gamepad_elements = CreateGamepadDisplay(screen); |
| area.x = 0; |
| area.y = TITLE_HEIGHT; |
| area.w = PANEL_WIDTH; |
| area.h = GAMEPAD_HEIGHT; |
| SetGamepadDisplayArea(gamepad_elements, &area); |
| |
| gamepad_type = CreateGamepadTypeDisplay(screen); |
| area.x = 0; |
| area.y = TITLE_HEIGHT; |
| area.w = PANEL_WIDTH; |
| area.h = GAMEPAD_HEIGHT; |
| SetGamepadTypeDisplayArea(gamepad_type, &area); |
| |
| joystick_elements = CreateJoystickDisplay(screen); |
| area.x = PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING; |
| area.y = TITLE_HEIGHT; |
| area.w = PANEL_WIDTH; |
| area.h = GAMEPAD_HEIGHT; |
| SetJoystickDisplayArea(joystick_elements, &area); |
| |
| setup_mapping_button = CreateGamepadButton(screen, "Setup Mapping"); |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(setup_mapping_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(setup_mapping_button) + 2 * BUTTON_PADDING; |
| area.x = BUTTON_MARGIN; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(setup_mapping_button, &area); |
| |
| cancel_button = CreateGamepadButton(screen, "Cancel"); |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(cancel_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(cancel_button) + 2 * BUTTON_PADDING; |
| area.x = BUTTON_MARGIN; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(cancel_button, &area); |
| |
| clear_button = CreateGamepadButton(screen, "Clear"); |
| area.x += area.w + BUTTON_PADDING; |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(clear_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(clear_button) + 2 * BUTTON_PADDING; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(clear_button, &area); |
| |
| copy_button = CreateGamepadButton(screen, "Copy"); |
| area.x += area.w + BUTTON_PADDING; |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(copy_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(copy_button) + 2 * BUTTON_PADDING; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(copy_button, &area); |
| |
| paste_button = CreateGamepadButton(screen, "Paste"); |
| area.x += area.w + BUTTON_PADDING; |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(paste_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(paste_button) + 2 * BUTTON_PADDING; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(paste_button, &area); |
| |
| done_mapping_button = CreateGamepadButton(screen, "Done"); |
| area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(done_mapping_button) + 2 * BUTTON_PADDING); |
| area.h = GetGamepadButtonLabelHeight(done_mapping_button) + 2 * BUTTON_PADDING; |
| area.x = SCREEN_WIDTH / 2 - area.w / 2; |
| area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h; |
| SetGamepadButtonArea(done_mapping_button, &area); |
| |
| /* Process the initial gamepad list */ |
| loop(NULL); |
| |
| if (gamepad_index < num_controllers) { |
| SetController(controllers[gamepad_index].id); |
| } else if (num_controllers > 0) { |
| SetController(controllers[0].id); |
| } |
| |
| /* Loop, getting gamepad events! */ |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| emscripten_set_main_loop_arg(loop, NULL, 0, 1); |
| #else |
| while (!done) { |
| loop(NULL); |
| } |
| #endif |
| |
| CloseVirtualGamepad(); |
| while (num_controllers > 0) { |
| HandleGamepadRemoved(controllers[0].id); |
| DelController(controllers[0].id); |
| } |
| SDL_free(controllers); |
| SDL_free(controller_name); |
| DestroyGamepadImage(image); |
| DestroyGamepadDisplay(gamepad_elements); |
| DestroyGamepadTypeDisplay(gamepad_type); |
| DestroyJoystickDisplay(joystick_elements); |
| DestroyGamepadButton(setup_mapping_button); |
| DestroyGamepadButton(done_mapping_button); |
| DestroyGamepadButton(cancel_button); |
| DestroyGamepadButton(clear_button); |
| DestroyGamepadButton(copy_button); |
| DestroyGamepadButton(paste_button); |
| SDLTest_CleanupTextDrawing(); |
| SDL_DestroyRenderer(screen); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| SDLTest_CommonDestroyState(state); |
| return 0; |
| } |