cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

testgamecontroller.c (10905B)


      1/*
      2  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
      3
      4  This software is provided 'as-is', without any express or implied
      5  warranty.  In no event will the authors be held liable for any damages
      6  arising from the use of this software.
      7
      8  Permission is granted to anyone to use this software for any purpose,
      9  including commercial applications, and to alter it and redistribute it
     10  freely.
     11*/
     12
     13/* Simple program to test the SDL game controller routines */
     14
     15#include <stdio.h>
     16#include <stdlib.h>
     17#include <string.h>
     18
     19#include "SDL.h"
     20
     21#ifndef SDL_JOYSTICK_DISABLED
     22
     23#ifdef __IPHONEOS__
     24#define SCREEN_WIDTH    320
     25#define SCREEN_HEIGHT    480
     26#else
     27#define SCREEN_WIDTH    512
     28#define SCREEN_HEIGHT   317
     29#endif
     30
     31static SDL_Texture *
     32LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
     33{
     34    SDL_Surface *temp = NULL;
     35    SDL_Texture *texture = NULL;
     36
     37    temp = SDL_LoadBMP(file);
     38    if (temp == NULL) {
     39        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     40    } else {
     41        /* Set transparent pixel as the pixel at (0,0) */
     42        if (transparent) {
     43            if (temp->format->BytesPerPixel == 1) {
     44                SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
     45            } else {
     46                SDL_assert(!temp->format->palette);
     47                SDL_assert(temp->format->BitsPerPixel == 24);
     48                SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
     49            }
     50        }
     51
     52        texture = SDL_CreateTextureFromSurface(renderer, temp);
     53        if (!texture) {
     54            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     55        }
     56    }
     57    if (temp) {
     58        SDL_FreeSurface(temp);
     59    }
     60    return texture;
     61}
     62
     63SDL_bool
     64WatchGameController(SDL_GameController * gamecontroller)
     65{
     66    /* This is indexed by SDL_GameControllerButton. */
     67    static const struct { int x; int y; } button_positions[] = {
     68        {387, 167},  /* A */
     69        {431, 132},  /* B */
     70        {342, 132},  /* X */
     71        {389, 101},  /* Y */
     72        {174, 132},  /* BACK */
     73        {233, 132},  /* GUIDE */
     74        {289, 132},  /* START */
     75        {75,  154},  /* LEFTSTICK */
     76        {305, 230},  /* RIGHTSTICK */
     77        {77,  40},   /* LEFTSHOULDER */
     78        {396, 36},   /* RIGHTSHOULDER */
     79        {154, 188},  /* DPAD_UP */
     80        {154, 249},  /* DPAD_DOWN */
     81        {116, 217},  /* DPAD_LEFT */
     82        {186, 217},  /* DPAD_RIGHT */
     83    };
     84
     85    /* This is indexed by SDL_GameControllerAxis. */
     86    static const struct { int x; int y; double angle; } axis_positions[] = {
     87        {75,  154, 0.0},  /* LEFTX */
     88        {75,  154, 90.0},  /* LEFTY */
     89        {305, 230, 0.0},  /* RIGHTX */
     90        {305, 230, 90.0},  /* RIGHTY */
     91        {91, 0, 90.0},     /* TRIGGERLEFT */
     92        {375, 0, 90.0},    /* TRIGGERRIGHT */
     93    };
     94
     95    const char *name = SDL_GameControllerName(gamecontroller);
     96    const char *basetitle = "Game Controller Test: ";
     97    const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
     98    char *title = (char *)SDL_malloc(titlelen);
     99    SDL_Texture *background, *button, *axis;
    100    SDL_Window *window = NULL;
    101    SDL_Renderer *screen = NULL;
    102    SDL_bool retval = SDL_FALSE;
    103    SDL_bool done = SDL_FALSE;
    104    SDL_Event event;
    105    int i;
    106
    107    if (title) {
    108        SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
    109    }
    110
    111    /* Create a window to display controller state */
    112    window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
    113                              SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
    114                              SCREEN_HEIGHT, 0);
    115    if (window == NULL) {
    116        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
    117        return SDL_FALSE;
    118    }
    119
    120    screen = SDL_CreateRenderer(window, -1, 0);
    121    if (screen == NULL) {
    122        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
    123        SDL_DestroyWindow(window);
    124        return SDL_FALSE;
    125    }
    126
    127    SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
    128    SDL_RenderClear(screen);
    129    SDL_RenderPresent(screen);
    130    SDL_RaiseWindow(window);
    131
    132    /* scale for platforms that don't give you the window size you asked for. */
    133    SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
    134
    135    background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
    136    button = LoadTexture(screen, "button.bmp", SDL_TRUE);
    137    axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
    138
    139    if (!background || !button || !axis) {
    140        SDL_DestroyRenderer(screen);
    141        SDL_DestroyWindow(window);
    142        return SDL_FALSE;
    143    }
    144    SDL_SetTextureColorMod(button, 10, 255, 21);
    145    SDL_SetTextureColorMod(axis, 10, 255, 21);
    146
    147    /* !!! FIXME: */
    148    /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
    149
    150    /* Print info about the controller we are watching */
    151    SDL_Log("Watching controller %s\n",  name ? name : "Unknown Controller");
    152
    153    /* Loop, getting controller events! */
    154    while (!done) {
    155        /* blank screen, set up for drawing this frame. */
    156        SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
    157        SDL_RenderClear(screen);
    158        SDL_RenderCopy(screen, background, NULL, NULL);
    159
    160        while (SDL_PollEvent(&event)) {
    161            switch (event.type) {
    162            case SDL_KEYDOWN:
    163                if (event.key.keysym.sym != SDLK_ESCAPE) {
    164                    break;
    165                }
    166                /* Fall through to signal quit */
    167            case SDL_QUIT:
    168                done = SDL_TRUE;
    169                break;
    170            default:
    171                break;
    172            }
    173        }
    174
    175        /* Update visual controller state */
    176        for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
    177            if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
    178                const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
    179                SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
    180            }
    181        }
    182
    183        for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
    184            const Sint16 deadzone = 8000;  /* !!! FIXME: real deadzone */
    185            const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
    186            if (value < -deadzone) {
    187                const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
    188                const double angle = axis_positions[i].angle;
    189                SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
    190            } else if (value > deadzone) {
    191                const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
    192                const double angle = axis_positions[i].angle + 180.0;
    193                SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
    194            }
    195        }
    196
    197        SDL_RenderPresent(screen);
    198
    199        if (!SDL_GameControllerGetAttached(gamecontroller)) {
    200            done = SDL_TRUE;
    201            retval = SDL_TRUE;  /* keep going, wait for reattach. */
    202        }
    203    }
    204
    205    SDL_DestroyRenderer(screen);
    206    SDL_DestroyWindow(window);
    207    return retval;
    208}
    209
    210int
    211main(int argc, char *argv[])
    212{
    213    int i;
    214    int nController = 0;
    215    int retcode = 0;
    216    char guid[64];
    217    SDL_GameController *gamecontroller;
    218
    219    /* Enable standard application logging */
    220	SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    221
    222    /* Initialize SDL (Note: video is required to start event loop) */
    223    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
    224        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
    225        return 1;
    226    }
    227    
    228    SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
    229
    230    /* Print information about the controller */
    231    for (i = 0; i < SDL_NumJoysticks(); ++i) {
    232        const char *name;
    233        const char *description;
    234
    235        SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
    236                                  guid, sizeof (guid));
    237
    238        if ( SDL_IsGameController(i) )
    239        {
    240            nController++;
    241            name = SDL_GameControllerNameForIndex(i);
    242            description = "Controller";
    243        } else {
    244            name = SDL_JoystickNameForIndex(i);
    245            description = "Joystick";
    246        }
    247        SDL_Log("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
    248    }
    249    SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
    250
    251    if (argv[1]) {
    252        SDL_bool reportederror = SDL_FALSE;
    253        SDL_bool keepGoing = SDL_TRUE;
    254        SDL_Event event;
    255        int device = atoi(argv[1]);
    256        if (device >= SDL_NumJoysticks()) {
    257			SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
    258            retcode = 1;
    259        } else {
    260            SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
    261                                      guid, sizeof (guid));
    262            SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
    263            gamecontroller = SDL_GameControllerOpen(device);
    264            while (keepGoing) {
    265                if (gamecontroller == NULL) {
    266                    if (!reportederror) {
    267                        if (gamecontroller == NULL) {
    268                            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
    269                            retcode = 1;
    270                        }
    271                        keepGoing = SDL_FALSE;
    272                        reportederror = SDL_TRUE;
    273                    }
    274                } else {
    275                    reportederror = SDL_FALSE;
    276                    keepGoing = WatchGameController(gamecontroller);
    277                    SDL_GameControllerClose(gamecontroller);
    278                }
    279
    280                gamecontroller = NULL;
    281                if (keepGoing) {
    282                    SDL_Log("Waiting for attach\n");
    283                }
    284                while (keepGoing) {
    285                    SDL_WaitEvent(&event);
    286                    if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
    287                        || (event.type == SDL_MOUSEBUTTONDOWN)) {
    288                        keepGoing = SDL_FALSE;
    289                    } else if (event.type == SDL_CONTROLLERDEVICEADDED) {
    290                        gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
    291                        break;
    292                    }
    293                }
    294            }
    295        }
    296    }
    297
    298    SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
    299
    300    return retcode;
    301}
    302
    303#else
    304
    305int
    306main(int argc, char *argv[])
    307{
    308    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
    309    exit(1);
    310}
    311
    312#endif