| /* |
| Copyright (C) 1997-2021 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" |
| |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| #ifndef SDL_JOYSTICK_DISABLED |
| |
| #define SCREEN_WIDTH 512 |
| #define SCREEN_HEIGHT 320 |
| |
| /* This is indexed by SDL_GameControllerButton. */ |
| static const struct { int x; int y; } button_positions[] = { |
| {387, 167}, /* SDL_CONTROLLER_BUTTON_A */ |
| {431, 132}, /* SDL_CONTROLLER_BUTTON_B */ |
| {342, 132}, /* SDL_CONTROLLER_BUTTON_X */ |
| {389, 101}, /* SDL_CONTROLLER_BUTTON_Y */ |
| {174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */ |
| {232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */ |
| {289, 132}, /* SDL_CONTROLLER_BUTTON_START */ |
| {75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */ |
| {305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */ |
| {77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */ |
| {396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */ |
| {154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */ |
| {154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */ |
| {116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */ |
| {186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */ |
| {232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */ |
| {132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */ |
| {330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */ |
| {132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */ |
| {330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */ |
| }; |
| |
| /* This is indexed by SDL_GameControllerAxis. */ |
| static const struct { int x; int y; double angle; } axis_positions[] = { |
| {74, 153, 270.0}, /* LEFTX */ |
| {74, 153, 0.0}, /* LEFTY */ |
| {306, 231, 270.0}, /* RIGHTX */ |
| {306, 231, 0.0}, /* RIGHTY */ |
| {91, -20, 0.0}, /* TRIGGERLEFT */ |
| {375, -20, 0.0}, /* TRIGGERRIGHT */ |
| }; |
| |
| SDL_Window *window = NULL; |
| SDL_Renderer *screen = NULL; |
| SDL_bool retval = SDL_FALSE; |
| SDL_bool done = SDL_FALSE; |
| SDL_bool set_LED = SDL_FALSE; |
| SDL_Texture *background_front, *background_back, *button, *axis; |
| SDL_GameController *gamecontroller; |
| SDL_GameController **gamecontrollers; |
| int num_controllers = 0; |
| |
| static void UpdateWindowTitle() |
| { |
| if (!window) { |
| return; |
| } |
| |
| if (gamecontroller) { |
| const char *name = SDL_GameControllerName(gamecontroller); |
| const char *serial = SDL_GameControllerGetSerial(gamecontroller); |
| const char *basetitle = "Game Controller Test: "; |
| const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (serial ? 3 + SDL_strlen(serial) : 0) + 1; |
| char *title = (char *)SDL_malloc(titlelen); |
| |
| retval = SDL_FALSE; |
| done = SDL_FALSE; |
| |
| if (title) { |
| SDL_snprintf(title, titlelen, "%s%s", basetitle, name); |
| if (serial) { |
| SDL_strlcat(title, " (", titlelen); |
| SDL_strlcat(title, serial, titlelen); |
| SDL_strlcat(title, ")", titlelen); |
| } |
| SDL_SetWindowTitle(window, title); |
| SDL_free(title); |
| } |
| } else { |
| SDL_SetWindowTitle(window, "Waiting for controller..."); |
| } |
| } |
| |
| static int FindController(SDL_JoystickID controller_id) |
| { |
| int i; |
| |
| for (i = 0; i < num_controllers; ++i) { |
| if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) { |
| return i; |
| } |
| } |
| return -1; |
| } |
| |
| static void AddController(int device_index, SDL_bool verbose) |
| { |
| SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index); |
| SDL_GameController *controller; |
| SDL_GameController **controllers; |
| |
| controller_id = SDL_JoystickGetDeviceInstanceID(device_index); |
| if (controller_id < 0) { |
| SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError()); |
| return; |
| } |
| |
| if (FindController(controller_id) >= 0) { |
| /* We already have this controller */ |
| return; |
| } |
| |
| controller = SDL_GameControllerOpen(device_index); |
| if (!controller) { |
| SDL_Log("Couldn't open controller: %s\n", SDL_GetError()); |
| return; |
| } |
| |
| controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers)); |
| if (!controllers) { |
| SDL_GameControllerClose(controller); |
| return; |
| } |
| |
| controllers[num_controllers++] = controller; |
| gamecontrollers = controllers; |
| gamecontroller = controller; |
| |
| if (verbose) { |
| const char *name = SDL_GameControllerName(gamecontroller); |
| SDL_Log("Opened game controller %s\n", name); |
| } |
| |
| if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) { |
| if (verbose) { |
| SDL_Log("Enabling accelerometer\n"); |
| } |
| SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE); |
| } |
| |
| if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) { |
| if (verbose) { |
| SDL_Log("Enabling gyro\n"); |
| } |
| SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE); |
| } |
| |
| UpdateWindowTitle(); |
| } |
| |
| static void SetController(SDL_JoystickID controller) |
| { |
| int i = FindController(controller); |
| |
| if (i < 0) { |
| return; |
| } |
| |
| if (gamecontroller != gamecontrollers[i]) { |
| gamecontroller = gamecontrollers[i]; |
| UpdateWindowTitle(); |
| } |
| } |
| |
| static void DelController(SDL_JoystickID controller) |
| { |
| int i = FindController(controller); |
| |
| if (i < 0) { |
| return; |
| } |
| |
| SDL_GameControllerClose(gamecontrollers[i]); |
| |
| --num_controllers; |
| if (i < num_controllers) { |
| SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers)); |
| } |
| |
| if (num_controllers > 0) { |
| gamecontroller = gamecontrollers[0]; |
| } else { |
| gamecontroller = NULL; |
| } |
| UpdateWindowTitle(); |
| } |
| |
| static SDL_Texture * |
| LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) |
| { |
| SDL_Surface *temp = NULL; |
| SDL_Texture *texture = NULL; |
| |
| temp = SDL_LoadBMP(file); |
| if (temp == NULL) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); |
| } else { |
| /* Set transparent pixel as the pixel at (0,0) */ |
| if (transparent) { |
| if (temp->format->BytesPerPixel == 1) { |
| SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels); |
| } |
| } |
| |
| texture = SDL_CreateTextureFromSurface(renderer, temp); |
| if (!texture) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
| } |
| } |
| if (temp) { |
| SDL_FreeSurface(temp); |
| } |
| return texture; |
| } |
| |
| static Uint16 ConvertAxisToRumble(Sint16 axis) |
| { |
| /* 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 (axis > half_axis) { |
| return (Uint16)(axis - half_axis) * 4; |
| } else { |
| return 0; |
| } |
| } |
| |
| void |
| loop(void *arg) |
| { |
| SDL_Event event; |
| int i; |
| SDL_bool showing_front = SDL_TRUE; |
| |
| while (SDL_PollEvent(&event)) { |
| switch (event.type) { |
| case SDL_CONTROLLERDEVICEADDED: |
| SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which)); |
| AddController(event.cdevice.which, SDL_TRUE); |
| break; |
| |
| case SDL_CONTROLLERDEVICEREMOVED: |
| SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which); |
| DelController(event.cdevice.which); |
| break; |
| |
| case SDL_CONTROLLERTOUCHPADDOWN: |
| case SDL_CONTROLLERTOUCHPADMOTION: |
| case SDL_CONTROLLERTOUCHPADUP: |
| SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n", |
| event.ctouchpad.which, |
| event.ctouchpad.touchpad, |
| event.ctouchpad.finger, |
| (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" : |
| (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" : |
| "moved to")), |
| event.ctouchpad.x, |
| event.ctouchpad.y, |
| event.ctouchpad.pressure); |
| break; |
| |
| case SDL_CONTROLLERSENSORUPDATE: |
| SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n", |
| event.csensor.which, |
| event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" : |
| event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown", |
| event.csensor.data[0], |
| event.csensor.data[1], |
| event.csensor.data[2]); |
| break; |
| |
| case SDL_CONTROLLERAXISMOTION: |
| if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) { |
| SetController(event.caxis.which); |
| } |
| SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); |
| break; |
| |
| case SDL_CONTROLLERBUTTONDOWN: |
| case SDL_CONTROLLERBUTTONUP: |
| if (event.type == SDL_CONTROLLERBUTTONDOWN) { |
| SetController(event.cbutton.which); |
| } |
| SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released"); |
| break; |
| |
| case SDL_KEYDOWN: |
| if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) { |
| if (gamecontroller) { |
| int player_index = (event.key.keysym.sym - SDLK_0); |
| |
| SDL_GameControllerSetPlayerIndex(gamecontroller, player_index); |
| } |
| break; |
| } |
| if (event.key.keysym.sym != SDLK_ESCAPE) { |
| break; |
| } |
| /* Fall through to signal quit */ |
| case SDL_QUIT: |
| done = SDL_TRUE; |
| break; |
| default: |
| break; |
| } |
| } |
| |
| if (gamecontroller) { |
| /* Show the back of the controller if the paddles are being held */ |
| for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) { |
| if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { |
| showing_front = SDL_FALSE; |
| break; |
| } |
| } |
| } |
| |
| /* blank screen, set up for drawing this frame. */ |
| SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); |
| SDL_RenderClear(screen); |
| SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL); |
| |
| if (gamecontroller) { |
| /* Update visual controller state */ |
| for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) { |
| if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { |
| SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4); |
| if (on_front == showing_front) { |
| const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 }; |
| SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE); |
| } |
| } |
| } |
| |
| if (showing_front) { |
| for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) { |
| const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */ |
| const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i)); |
| if (value < -deadzone) { |
| const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
| const double angle = axis_positions[i].angle; |
| SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
| } else if (value > deadzone) { |
| const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
| const double angle = axis_positions[i].angle + 180.0; |
| SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
| } |
| } |
| } |
| |
| /* Update LED based on left thumbstick position */ |
| { |
| Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX); |
| Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_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)(((int)(~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_GameControllerSetLED(gamecontroller, r, g, b); |
| } |
| } |
| |
| /* Update rumble based on trigger state */ |
| { |
| Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT); |
| Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT); |
| Uint16 low_frequency_rumble = ConvertAxisToRumble(left); |
| Uint16 high_frequency_rumble = ConvertAxisToRumble(right); |
| SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250); |
| } |
| |
| /* Update trigger rumble based on thumbstick state */ |
| { |
| Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY); |
| Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY); |
| Uint16 left_rumble = ConvertAxisToRumble(~left); |
| Uint16 right_rumble = ConvertAxisToRumble(~right); |
| |
| SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250); |
| } |
| } |
| |
| SDL_RenderPresent(screen); |
| |
| #ifdef __EMSCRIPTEN__ |
| if (done) { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| int i; |
| int controller_count = 0; |
| int controller_index = 0; |
| char guid[64]; |
| |
| SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); |
| SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); |
| SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1"); |
| SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); |
| |
| /* Enable standard application logging */ |
| SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
| |
| /* Initialize SDL (Note: video is required to start event loop) */ |
| if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); |
| |
| /* Print information about the mappings */ |
| if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) { |
| SDL_Log("Supported mappings:\n"); |
| for (i = 0; i < SDL_GameControllerNumMappings(); ++i) { |
| char *mapping = SDL_GameControllerMappingForIndex(i); |
| if (mapping) { |
| SDL_Log("\t%s\n", mapping); |
| SDL_free(mapping); |
| } |
| } |
| SDL_Log("\n"); |
| } |
| |
| /* Print information about the controller */ |
| for (i = 0; i < SDL_NumJoysticks(); ++i) { |
| const char *name; |
| const char *description; |
| |
| SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), |
| guid, sizeof (guid)); |
| |
| if (SDL_IsGameController(i)) { |
| controller_count++; |
| name = SDL_GameControllerNameForIndex(i); |
| switch (SDL_GameControllerTypeForIndex(i)) { |
| case SDL_CONTROLLER_TYPE_XBOX360: |
| description = "XBox 360 Controller"; |
| break; |
| case SDL_CONTROLLER_TYPE_XBOXONE: |
| description = "XBox One Controller"; |
| break; |
| case SDL_CONTROLLER_TYPE_PS3: |
| description = "PS3 Controller"; |
| break; |
| case SDL_CONTROLLER_TYPE_PS4: |
| description = "PS4 Controller"; |
| break; |
| case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO: |
| description = "Nintendo Switch Pro Controller"; |
| break; |
| case SDL_CONTROLLER_TYPE_VIRTUAL: |
| description = "Virtual Game Controller"; |
| break; |
| default: |
| description = "Game Controller"; |
| break; |
| } |
| AddController(i, SDL_FALSE); |
| } else { |
| name = SDL_JoystickNameForIndex(i); |
| description = "Joystick"; |
| } |
| SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n", |
| description, i, name ? name : "Unknown", guid, |
| SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i)); |
| } |
| SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_NumJoysticks()); |
| |
| /* Create a window to display controller state */ |
| window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED, |
| SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, |
| SCREEN_HEIGHT, 0); |
| if (window == NULL) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); |
| return 2; |
| } |
| |
| screen = SDL_CreateRenderer(window, -1, 0); |
| if (screen == NULL) { |
| 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_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT); |
| |
| background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); |
| background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE); |
| button = LoadTexture(screen, "button.bmp", SDL_TRUE); |
| axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); |
| |
| if (!background_front || !background_back || !button || !axis) { |
| SDL_DestroyRenderer(screen); |
| SDL_DestroyWindow(window); |
| return 2; |
| } |
| SDL_SetTextureColorMod(button, 10, 255, 21); |
| SDL_SetTextureColorMod(axis, 10, 255, 21); |
| |
| /* !!! FIXME: */ |
| /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/ |
| |
| if (argv[1] && *argv[1] != '-') { |
| controller_index = SDL_atoi(argv[1]); |
| } |
| if (controller_index < num_controllers) { |
| gamecontroller = gamecontrollers[controller_index]; |
| } else { |
| gamecontroller = NULL; |
| } |
| UpdateWindowTitle(); |
| |
| /* Loop, getting controller events! */ |
| #ifdef __EMSCRIPTEN__ |
| emscripten_set_main_loop_arg(loop, NULL, 0, 1); |
| #else |
| while (!done) { |
| loop(NULL); |
| } |
| #endif |
| |
| SDL_DestroyRenderer(screen); |
| SDL_DestroyWindow(window); |
| SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); |
| |
| return 0; |
| } |
| |
| #else |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); |
| return 1; |
| } |
| |
| #endif |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |