| /* |
| Copyright (C) 1997-2013 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 game controller routines */ |
| |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| |
| #include "SDL.h" |
| |
| #ifndef SDL_JOYSTICK_DISABLED |
| |
| #ifdef __IPHONEOS__ |
| #define SCREEN_WIDTH 320 |
| #define SCREEN_HEIGHT 480 |
| #else |
| #define SCREEN_WIDTH 640 |
| #define SCREEN_HEIGHT 480 |
| #endif |
| |
| #define MAX_NUM_AXES 6 |
| #define MAX_NUM_HATS 2 |
| |
| static SDL_bool s_ForceQuit = SDL_FALSE; |
| |
| static void |
| DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h) |
| { |
| const SDL_Rect area = { x, y, w, h }; |
| SDL_RenderFillRect(r, &area); |
| } |
| |
| static const char * |
| ControllerAxisName(const SDL_GameControllerAxis axis) |
| { |
| switch (axis) |
| { |
| #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax |
| AXIS_CASE(INVALID); |
| AXIS_CASE(LEFTX); |
| AXIS_CASE(LEFTY); |
| AXIS_CASE(RIGHTX); |
| AXIS_CASE(RIGHTY); |
| AXIS_CASE(TRIGGERLEFT); |
| AXIS_CASE(TRIGGERRIGHT); |
| #undef AXIS_CASE |
| default: return "???"; |
| } |
| } |
| |
| static const char * |
| ControllerButtonName(const SDL_GameControllerButton button) |
| { |
| switch (button) |
| { |
| #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn |
| BUTTON_CASE(INVALID); |
| BUTTON_CASE(A); |
| BUTTON_CASE(B); |
| BUTTON_CASE(X); |
| BUTTON_CASE(Y); |
| BUTTON_CASE(BACK); |
| BUTTON_CASE(GUIDE); |
| BUTTON_CASE(START); |
| BUTTON_CASE(LEFTSTICK); |
| BUTTON_CASE(RIGHTSTICK); |
| BUTTON_CASE(LEFTSHOULDER); |
| BUTTON_CASE(RIGHTSHOULDER); |
| BUTTON_CASE(DPAD_UP); |
| BUTTON_CASE(DPAD_DOWN); |
| BUTTON_CASE(DPAD_LEFT); |
| BUTTON_CASE(DPAD_RIGHT); |
| #undef BUTTON_CASE |
| default: return "???"; |
| } |
| } |
| |
| void |
| WatchGameController(SDL_GameController * gamecontroller) |
| { |
| const char *name = SDL_GameControllerName(gamecontroller); |
| const char *basetitle = "Game Controller Test: "; |
| const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1; |
| char *title = SDL_malloc(titlelen); |
| SDL_Window *window = NULL; |
| SDL_Renderer *screen = NULL; |
| int done = 0; |
| SDL_Event event; |
| int i; |
| |
| if (title) { |
| SDL_snprintf(title, titlelen, "%s%s", basetitle, name); |
| } |
| |
| /* Create a window to display controller axis position */ |
| window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, |
| SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, |
| SCREEN_HEIGHT, 0); |
| if (window == NULL) { |
| fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError()); |
| return; |
| } |
| |
| screen = SDL_CreateRenderer(window, -1, 0); |
| if (screen == NULL) { |
| fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError()); |
| SDL_DestroyWindow(window); |
| return; |
| } |
| |
| SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); |
| SDL_RenderClear(screen); |
| SDL_RenderPresent(screen); |
| SDL_RaiseWindow(window); |
| |
| /* Print info about the controller we are watching */ |
| printf("Watching controller %s\n", name ? name : "Unknown Controller"); |
| |
| /* Loop, getting controller events! */ |
| while (!done) { |
| /* blank screen, set up for drawing this frame. */ |
| SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); |
| SDL_RenderClear(screen); |
| |
| while (SDL_PollEvent(&event)) { |
| switch (event.type) { |
| case SDL_CONTROLLERAXISMOTION: |
| printf("Controller %d axis %d ('%s') value: %d\n", |
| event.caxis.which, |
| event.caxis.axis, |
| ControllerAxisName(event.caxis.axis), |
| event.caxis.value); |
| break; |
| case SDL_CONTROLLERBUTTONDOWN: |
| printf("Controller %d button %d ('%s') down\n", |
| event.cbutton.which, event.cbutton.button, |
| ControllerButtonName(event.cbutton.button)); |
| break; |
| case SDL_CONTROLLERBUTTONUP: |
| printf("Controller %d button %d ('%s') up\n", |
| event.cbutton.which, event.cbutton.button, |
| ControllerButtonName(event.cbutton.button)); |
| break; |
| case SDL_KEYDOWN: |
| if (event.key.keysym.sym != SDLK_ESCAPE) { |
| break; |
| } |
| /* Fall through to signal quit */ |
| case SDL_QUIT: |
| done = 1; |
| s_ForceQuit = SDL_TRUE; |
| break; |
| default: |
| break; |
| } |
| } |
| /* Update visual controller state */ |
| SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE); |
| for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) { |
| if (SDL_GameControllerGetButton(gamecontroller, i) == SDL_PRESSED) { |
| DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32); |
| } |
| } |
| |
| SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE); |
| for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) { |
| /* Draw the X/Y axis */ |
| int x, y; |
| x = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 0)) + 32768); |
| x *= SCREEN_WIDTH; |
| x /= 65535; |
| if (x < 0) { |
| x = 0; |
| } else if (x > (SCREEN_WIDTH - 16)) { |
| x = SCREEN_WIDTH - 16; |
| } |
| y = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 1)) + 32768); |
| y *= SCREEN_HEIGHT; |
| y /= 65535; |
| if (y < 0) { |
| y = 0; |
| } else if (y > (SCREEN_HEIGHT - 16)) { |
| y = SCREEN_HEIGHT - 16; |
| } |
| |
| DrawRect(screen, x, y, 16, 16); |
| } |
| |
| SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0xFF, SDL_ALPHA_OPAQUE); |
| |
| SDL_RenderPresent(screen); |
| |
| if ( !done ) |
| done = SDL_GameControllerGetAttached( gamecontroller ) == 0; |
| } |
| |
| SDL_DestroyRenderer(screen); |
| SDL_DestroyWindow(window); |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| int i; |
| int nController = 0; |
| int retcode = 0; |
| char guid[64]; |
| SDL_GameController *gamecontroller; |
| |
| /* Initialize SDL (Note: video is required to start event loop) */ |
| if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) { |
| fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| /* Print information about the controller */ |
| for (i = 0; i < SDL_NumJoysticks(); ++i) { |
| const char *name; |
| const char *description = "Joystick (not recognized as game controller)"; |
| |
| SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), |
| guid, sizeof (guid)); |
| |
| if ( SDL_IsGameController(i) ) |
| { |
| nController++; |
| name = SDL_GameControllerNameForIndex(i); |
| } else { |
| name = SDL_JoystickNameForIndex(i); |
| } |
| printf("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid); |
| } |
| printf("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks()); |
| |
| if (argv[1]) { |
| int device = atoi(argv[1]); |
| if (device >= SDL_NumJoysticks()) { |
| printf("%i is an invalid joystick index.\n", device); |
| retcode = 1; |
| } else { |
| SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device), |
| guid, sizeof (guid)); |
| printf("Attempting to open device %i, guid %s\n", device, guid); |
| gamecontroller = SDL_GameControllerOpen(device); |
| if (gamecontroller == NULL) { |
| printf("Couldn't open joystick %d: %s\n", device, SDL_GetError()); |
| retcode = 1; |
| } else { |
| WatchGameController(gamecontroller); |
| SDL_GameControllerClose(gamecontroller); |
| } |
| } |
| } |
| |
| SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); |
| |
| return retcode; |
| } |
| |
| #else |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| fprintf(stderr, "SDL compiled without Joystick support.\n"); |
| exit(1); |
| } |
| |
| #endif |