2135 lines
77 KiB
C
2135 lines
77 KiB
C
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/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program to test the SDL controller routines */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_font.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include "gamepadutils.h"
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#include "testutils.h"
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#if 0
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#define DEBUG_AXIS_MAPPING
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#endif
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#define TITLE_HEIGHT 48
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#define PANEL_SPACING 25
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#define PANEL_WIDTH 250
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#define MINIMUM_BUTTON_WIDTH 96
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#define BUTTON_MARGIN 16
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#define BUTTON_PADDING 12
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#define GAMEPAD_WIDTH 512
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#define GAMEPAD_HEIGHT 560
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#define SCREEN_WIDTH (PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING + PANEL_WIDTH)
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#define SCREEN_HEIGHT (TITLE_HEIGHT + GAMEPAD_HEIGHT)
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typedef struct
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{
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SDL_bool m_bMoving;
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int m_nLastValue;
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int m_nStartingValue;
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int m_nFarthestValue;
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} AxisState;
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typedef struct
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{
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SDL_JoystickID id;
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SDL_Joystick *joystick;
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int num_axes;
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AxisState *axis_state;
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SDL_Gamepad *gamepad;
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char *mapping;
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SDL_bool has_bindings;
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int trigger_effect;
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} Controller;
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static SDL_Window *window = NULL;
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static SDL_Renderer *screen = NULL;
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static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
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static GamepadImage *image = NULL;
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static GamepadDisplay *gamepad_elements = NULL;
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static GamepadTypeDisplay *gamepad_type = NULL;
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static JoystickDisplay *joystick_elements = NULL;
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static GamepadButton *setup_mapping_button = NULL;
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static GamepadButton *done_mapping_button = NULL;
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static GamepadButton *cancel_button = NULL;
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static GamepadButton *clear_button = NULL;
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static GamepadButton *copy_button = NULL;
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static GamepadButton *paste_button = NULL;
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static char *backup_mapping = NULL;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool set_LED = SDL_FALSE;
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static int num_controllers = 0;
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static Controller *controllers;
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static Controller *controller;
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static SDL_JoystickID mapping_controller = 0;
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static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
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static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
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static SDL_bool binding_flow = SDL_FALSE;
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static int binding_flow_direction = 0;
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static Uint64 binding_advance_time = 0;
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static SDL_FRect title_area;
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static SDL_bool title_highlighted;
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static SDL_bool title_pressed;
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static SDL_FRect type_area;
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static SDL_bool type_highlighted;
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static SDL_bool type_pressed;
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static char *controller_name;
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static SDL_Joystick *virtual_joystick = NULL;
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static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
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static float virtual_axis_start_x;
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static float virtual_axis_start_y;
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static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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static int s_arrBindingOrder[] = {
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/* Standard sequence */
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SDL_GAMEPAD_BUTTON_SOUTH,
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SDL_GAMEPAD_BUTTON_EAST,
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SDL_GAMEPAD_BUTTON_WEST,
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SDL_GAMEPAD_BUTTON_NORTH,
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SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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SDL_GAMEPAD_BUTTON_DPAD_UP,
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SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE,
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SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE,
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SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER,
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SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER,
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SDL_GAMEPAD_BUTTON_BACK,
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SDL_GAMEPAD_BUTTON_START,
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SDL_GAMEPAD_BUTTON_GUIDE,
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SDL_GAMEPAD_BUTTON_MISC1,
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SDL_GAMEPAD_ELEMENT_INVALID,
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/* Paddle sequence */
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,
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SDL_GAMEPAD_ELEMENT_INVALID,
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};
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static const char *GetSensorName(SDL_SensorType sensor)
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{
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switch (sensor) {
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case SDL_SENSOR_ACCEL:
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return "accelerometer";
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case SDL_SENSOR_GYRO:
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return "gyro";
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case SDL_SENSOR_ACCEL_L:
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return "accelerometer (L)";
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case SDL_SENSOR_GYRO_L:
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return "gyro (L)";
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case SDL_SENSOR_ACCEL_R:
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return "accelerometer (R)";
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case SDL_SENSOR_GYRO_R:
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return "gyro (R)";
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default:
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return "UNKNOWN";
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}
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}
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/* PS5 trigger effect documentation:
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https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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*/
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typedef struct
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{
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Uint8 ucEnableBits1; /* 0 */
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Uint8 ucEnableBits2; /* 1 */
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Uint8 ucRumbleRight; /* 2 */
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Uint8 ucRumbleLeft; /* 3 */
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Uint8 ucHeadphoneVolume; /* 4 */
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Uint8 ucSpeakerVolume; /* 5 */
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Uint8 ucMicrophoneVolume; /* 6 */
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Uint8 ucAudioEnableBits; /* 7 */
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Uint8 ucMicLightMode; /* 8 */
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Uint8 ucAudioMuteBits; /* 9 */
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Uint8 rgucRightTriggerEffect[11]; /* 10 */
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Uint8 rgucLeftTriggerEffect[11]; /* 21 */
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Uint8 rgucUnknown1[6]; /* 32 */
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Uint8 ucLedFlags; /* 38 */
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Uint8 rgucUnknown2[2]; /* 39 */
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Uint8 ucLedAnim; /* 41 */
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Uint8 ucLedBrightness; /* 42 */
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Uint8 ucPadLights; /* 43 */
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Uint8 ucLedRed; /* 44 */
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Uint8 ucLedGreen; /* 45 */
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Uint8 ucLedBlue; /* 46 */
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} DS5EffectsState_t;
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static void CyclePS5TriggerEffect(Controller *device)
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{
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DS5EffectsState_t state;
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Uint8 effects[3][11] = {
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/* Clear trigger effect */
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{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Constant resistance across entire trigger pull */
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{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Resistance and vibration when trigger is pulled */
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{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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};
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device->trigger_effect = (device->trigger_effect + 1) % SDL_arraysize(effects);
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SDL_zero(state);
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state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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SDL_memcpy(state.rgucRightTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
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SDL_memcpy(state.rgucLeftTriggerEffect, effects[device->trigger_effect], sizeof(effects[0]));
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SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state));
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}
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static void ClearButtonHighlights(void)
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{
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title_highlighted = SDL_FALSE;
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title_pressed = SDL_FALSE;
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type_highlighted = SDL_FALSE;
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type_pressed = SDL_FALSE;
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ClearGamepadImage(image);
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SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
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SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
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SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(clear_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(copy_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(paste_button, SDL_FALSE, SDL_FALSE);
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}
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static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
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{
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ClearButtonHighlights();
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if (display_mode == CONTROLLER_MODE_TESTING) {
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SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down);
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} else if (display_mode == CONTROLLER_MODE_BINDING) {
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SDL_FPoint point;
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int gamepad_highlight_element = SDL_GAMEPAD_ELEMENT_INVALID;
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char *joystick_highlight_element;
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point.x = x;
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point.y = y;
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if (SDL_PointInRectFloat(&point, &title_area)) {
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title_highlighted = SDL_TRUE;
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title_pressed = button_down;
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} else {
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title_highlighted = SDL_FALSE;
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title_pressed = SDL_FALSE;
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}
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if (SDL_PointInRectFloat(&point, &type_area)) {
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type_highlighted = SDL_TRUE;
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type_pressed = button_down;
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} else {
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type_highlighted = SDL_FALSE;
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type_pressed = SDL_FALSE;
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}
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if (controller->joystick != virtual_joystick) {
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gamepad_highlight_element = GetGamepadImageElementAt(image, x, y);
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}
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if (gamepad_highlight_element == SDL_GAMEPAD_ELEMENT_INVALID) {
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gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
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}
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SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down);
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if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
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int gamepad_highlight_type = GetGamepadTypeDisplayAt(gamepad_type, x, y);
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SetGamepadTypeDisplayHighlight(gamepad_type, gamepad_highlight_type, button_down);
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}
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joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y);
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SetJoystickDisplayHighlight(joystick_elements, joystick_highlight_element, button_down);
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SDL_free(joystick_highlight_element);
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SetGamepadButtonHighlight(done_mapping_button, GamepadButtonContains(done_mapping_button, x, y), button_down);
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SetGamepadButtonHighlight(cancel_button, GamepadButtonContains(cancel_button, x, y), button_down);
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SetGamepadButtonHighlight(clear_button, GamepadButtonContains(clear_button, x, y), button_down);
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SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, x, y), button_down);
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SetGamepadButtonHighlight(paste_button, GamepadButtonContains(paste_button, x, y), button_down);
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}
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}
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static int StandardizeAxisValue(int nValue)
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{
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if (nValue > SDL_JOYSTICK_AXIS_MAX / 2) {
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return SDL_JOYSTICK_AXIS_MAX;
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} else if (nValue < SDL_JOYSTICK_AXIS_MIN / 2) {
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return SDL_JOYSTICK_AXIS_MIN;
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} else {
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return 0;
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}
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}
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static void RefreshControllerName(void)
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{
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const char *name = NULL;
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SDL_free(controller_name);
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controller_name = NULL;
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if (controller) {
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if (controller->gamepad) {
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name = SDL_GetGamepadName(controller->gamepad);
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} else {
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name = SDL_GetJoystickName(controller->joystick);
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}
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}
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SDL_free(controller_name);
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if (name) {
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controller_name = SDL_strdup(name);
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} else {
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controller_name = SDL_strdup("");
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}
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}
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static void SetAndFreeGamepadMapping(char *mapping)
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{
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SDL_SetGamepadMapping(controller->id, mapping);
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SDL_free(mapping);
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}
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static void SetCurrentBindingElement(int element, SDL_bool flow)
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{
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int i;
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if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
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RefreshControllerName();
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}
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if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
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binding_flow_direction = 0;
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last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
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} else {
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last_binding_element = binding_element;
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}
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binding_element = element;
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binding_flow = flow || (element == SDL_GAMEPAD_BUTTON_SOUTH);
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binding_advance_time = 0;
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for (i = 0; i < controller->num_axes; ++i) {
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controller->axis_state[i].m_nFarthestValue = controller->axis_state[i].m_nStartingValue;
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}
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SetGamepadDisplaySelected(gamepad_elements, element);
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}
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static void SetNextBindingElement(void)
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{
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int i;
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if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
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return;
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}
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for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) {
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if (binding_element == s_arrBindingOrder[i]) {
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binding_flow_direction = 1;
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SetCurrentBindingElement(s_arrBindingOrder[i + 1], SDL_TRUE);
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return;
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}
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}
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SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
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}
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static void SetPrevBindingElement(void)
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{
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int i;
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if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
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return;
|
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}
|
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for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) {
|
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if (binding_element == s_arrBindingOrder[i]) {
|
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binding_flow_direction = -1;
|
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SetCurrentBindingElement(s_arrBindingOrder[i - 1], SDL_TRUE);
|
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return;
|
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}
|
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}
|
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SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
|
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}
|
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|
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static void StopBinding(void)
|
||
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{
|
||
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SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
|
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}
|
||
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|
||
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typedef struct
|
||
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{
|
||
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int axis;
|
||
|
int direction;
|
||
|
} AxisInfo;
|
||
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|
||
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static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
|
||
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{
|
||
|
if (!description) {
|
||
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return SDL_FALSE;
|
||
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}
|
||
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|
||
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if (*description == '-') {
|
||
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info->direction = -1;
|
||
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++description;
|
||
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} else if (*description == '+') {
|
||
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info->direction = 1;
|
||
|
++description;
|
||
|
} else {
|
||
|
info->direction = 0;
|
||
|
}
|
||
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|
||
|
if (description[0] == 'a' && SDL_isdigit(description[1])) {
|
||
|
++description;
|
||
|
info->axis = SDL_atoi(description);
|
||
|
return SDL_TRUE;
|
||
|
}
|
||
|
return SDL_FALSE;
|
||
|
}
|
||
|
|
||
|
static void CommitBindingElement(const char *binding, SDL_bool force)
|
||
|
{
|
||
|
char *mapping;
|
||
|
int direction = 1;
|
||
|
SDL_bool ignore_binding = SDL_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);
|
||
|
SDL_bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_MAX);
|
||
|
SDL_bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_MAX &&
|
||
|
binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX);
|
||
|
SDL_bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
|
||
|
binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER);
|
||
|
SDL_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) {
|
||
|
SDL_bool current_button = (current && *current == 'b');
|
||
|
SDL_bool proposed_button = (binding && *binding == 'b');
|
||
|
if (current_button && !proposed_button) {
|
||
|
ignore_binding = SDL_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 = SDL_TRUE;
|
||
|
}
|
||
|
}
|
||
|
if (native_axis) {
|
||
|
AxisInfo current_axis_info = { 0, 0 };
|
||
|
AxisInfo proposed_axis_info = { 0, 0 };
|
||
|
SDL_bool current_axis = ParseAxisInfo(current, ¤t_axis_info);
|
||
|
SDL_bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
|
||
|
|
||
|
if (current_axis) {
|
||
|
/* Ignore this unless the proposed binding extends the existing axis */
|
||
|
ignore_binding = SDL_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 = SDL_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 = SDL_FALSE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (native_dpad) {
|
||
|
SDL_bool current_hat = (current && *current == 'h');
|
||
|
SDL_bool proposed_hat = (binding && *binding == 'h');
|
||
|
if (current_hat && !proposed_hat) {
|
||
|
ignore_binding = SDL_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 = SDL_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) {
|
||
|
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
|
||
|
if (bound_backward) {
|
||
|
/* Just move on to the next one */
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetNextBindingElement();
|
||
|
} else {
|
||
|
/* You can't skip the backward action, go back and start over */
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetPrevBindingElement();
|
||
|
}
|
||
|
} else if (existing == action_backward && binding_flow_direction == -1) {
|
||
|
/* Keep going backwards */
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetPrevBindingElement();
|
||
|
} else {
|
||
|
/* Bind it! */
|
||
|
}
|
||
|
} else if (existing == action_forward) {
|
||
|
/* Just move on to the next one */
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetNextBindingElement();
|
||
|
} else if (existing == action_backward) {
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetPrevBindingElement();
|
||
|
} else if (existing == binding_element) {
|
||
|
/* We're rebinding the same thing, just move to the next one */
|
||
|
ignore_binding = SDL_TRUE;
|
||
|
SetNextBindingElement();
|
||
|
} else if (existing == action_delete) {
|
||
|
/* Clear the current binding and move to the next one */
|
||
|
binding = NULL;
|
||
|
direction = 1;
|
||
|
force = SDL_TRUE;
|
||
|
} else if (binding_element != action_forward &&
|
||
|
binding_element != action_backward) {
|
||
|
/* Actually, we'll just clear the existing binding */
|
||
|
/*ignore_binding = SDL_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, SDL_TRUE);
|
||
|
}
|
||
|
|
||
|
static void SetDisplayMode(ControllerDisplayMode mode)
|
||
|
{
|
||
|
float x, y;
|
||
|
Uint32 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, SDL_FALSE);
|
||
|
} else {
|
||
|
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, SDL_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 ? SDL_TRUE : SDL_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, SDL_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();
|
||
|
SetAndFreeGamepadMapping(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, SDL_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_GetJoystickGUIDString(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, SDL_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, SDL_FALSE)) {
|
||
|
SDL_Log("Has player LED");
|
||
|
}
|
||
|
|
||
|
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE)) {
|
||
|
SDL_Log("Rumble supported");
|
||
|
}
|
||
|
|
||
|
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, SDL_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, SDL_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 SDL_bool ShowingFront(void)
|
||
|
{
|
||
|
SDL_bool showing_front = SDL_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) == SDL_PRESSED ||
|
||
|
binding_element == i) {
|
||
|
showing_front = SDL_FALSE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
showing_front = SDL_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 int 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 0;
|
||
|
}
|
||
|
|
||
|
static int 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 0;
|
||
|
}
|
||
|
|
||
|
static int 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 0;
|
||
|
}
|
||
|
|
||
|
static void OpenVirtualGamepad(void)
|
||
|
{
|
||
|
SDL_VirtualJoystickDesc desc;
|
||
|
SDL_JoystickID virtual_id;
|
||
|
|
||
|
if (virtual_joystick) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SDL_zero(desc);
|
||
|
desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
|
||
|
desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
|
||
|
desc.naxes = SDL_GAMEPAD_AXIS_MAX;
|
||
|
desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
|
||
|
desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
|
||
|
desc.Rumble = VirtualGamepadRumble;
|
||
|
desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
|
||
|
desc.SetLED = VirtualGamepadSetLED;
|
||
|
|
||
|
virtual_id = SDL_AttachVirtualJoystickEx(&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, SDL_RELEASED);
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void VirtualGamepadMouseDown(float x, float y)
|
||
|
{
|
||
|
int element = GetGamepadImageElementAt(image, x, y);
|
||
|
|
||
|
if (element == SDL_GAMEPAD_ELEMENT_INVALID) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (element < SDL_GAMEPAD_BUTTON_MAX) {
|
||
|
virtual_button_active = (SDL_GamepadButton)element;
|
||
|
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
|
||
|
} 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, SDL_RELEASED);
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void DrawGamepadWaiting(SDL_Renderer *renderer)
|
||
|
{
|
||
|
const char *text = "Waiting for gamepad, press A to add a virtual controller";
|
||
|
float x, y;
|
||
|
|
||
|
x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
|
||
|
y = (float)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_GetJoystickInstanceID(controller->joystick));
|
||
|
x = (float)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 = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
|
||
|
y = (float)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 = (float)SCREEN_HEIGHT - 2 * (8.0f + FONT_LINE_HEIGHT);
|
||
|
x = (float)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 = (float)SCREEN_HEIGHT - 8.0f - FONT_LINE_HEIGHT;
|
||
|
x = (float)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 = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2;
|
||
|
y = (float)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_Rect image_area, button_area;
|
||
|
int 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, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)y, text);
|
||
|
} else {
|
||
|
Uint8 r, g, b, a;
|
||
|
SDL_FRect rect;
|
||
|
SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH;
|
||
|
SDL_bool bound_forward = MappingHasElement(controller->mapping, action_forward);
|
||
|
SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST;
|
||
|
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
|
||
|
SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST;
|
||
|
SDL_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 = (float)x - rect.w / 2;
|
||
|
rect.y = (float)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, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)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, (float)x - (FONT_CHARACTER_SIZE * SDL_strlen(text)) / 2, (float)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;
|
||
|
|
||
|
/* 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, SDL_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, SDL_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, SDL_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, SDL_FALSE);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SDL_EVENT_GAMEPAD_ADDED:
|
||
|
HandleGamepadAdded(event.gdevice.which, SDL_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) {
|
||
|
/* Cycle PS5 trigger effects when the microphone button is pressed */
|
||
|
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
|
||
|
controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5 &&
|
||
|
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) {
|
||
|
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.state ? SDL_TRUE : SDL_FALSE);
|
||
|
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, SDL_FALSE);
|
||
|
} else if (type_pressed) {
|
||
|
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_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 SDL_FALSE if you don't want to start the binding flow at this point */
|
||
|
const SDL_bool should_start_flow = SDL_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, SDL_TRUE);
|
||
|
SDL_free(joystick_element);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
|
||
|
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 ? SDL_TRUE : SDL_FALSE);
|
||
|
break;
|
||
|
|
||
|
case SDL_EVENT_KEY_DOWN:
|
||
|
if (display_mode == CONTROLLER_MODE_TESTING) {
|
||
|
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
|
||
|
if (controller && controller->gamepad) {
|
||
|
int player_index = (event.key.keysym.sym - SDLK_0);
|
||
|
|
||
|
SDL_SetGamepadPlayerIndex(controller->gamepad, player_index);
|
||
|
}
|
||
|
break;
|
||
|
} else if (event.key.keysym.sym == SDLK_a) {
|
||
|
OpenVirtualGamepad();
|
||
|
} else if (event.key.keysym.sym == SDLK_d) {
|
||
|
CloseVirtualGamepad();
|
||
|
} else if (event.key.keysym.sym == SDLK_r && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
|
||
|
SDL_ReloadGamepadMappings();
|
||
|
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
|
||
|
done = SDL_TRUE;
|
||
|
}
|
||
|
} else if (display_mode == CONTROLLER_MODE_BINDING) {
|
||
|
if (event.key.keysym.sym == SDLK_c && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
|
||
|
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
CopyControllerName();
|
||
|
} else {
|
||
|
CopyMapping();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == SDLK_v && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
|
||
|
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
ClearControllerName();
|
||
|
PasteControllerName();
|
||
|
} else {
|
||
|
PasteMapping();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == SDLK_x && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
|
||
|
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
CopyControllerName();
|
||
|
ClearControllerName();
|
||
|
} else {
|
||
|
CopyMapping();
|
||
|
ClearMapping();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == SDLK_SPACE) {
|
||
|
if (binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
ClearBinding();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == SDLK_BACKSPACE) {
|
||
|
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
BackspaceControllerName();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == SDLK_RETURN) {
|
||
|
if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
|
||
|
StopBinding();
|
||
|
}
|
||
|
} else if (event.key.keysym.sym == 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 = SDL_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, SDL_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[])
|
||
|
{
|
||
|
SDL_bool show_mappings = SDL_FALSE;
|
||
|
int i;
|
||
|
float content_scale;
|
||
|
int screen_width, screen_height;
|
||
|
SDL_Rect 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_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 standard application logging */
|
||
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||
|
|
||
|
/* 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 = SDL_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) < 0) {
|
||
|
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, 0);
|
||
|
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, SCREEN_WIDTH, SCREEN_HEIGHT,
|
||
|
SDL_LOGICAL_PRESENTATION_LETTERBOX,
|
||
|
SDL_SCALEMODE_LINEAR);
|
||
|
|
||
|
|
||
|
title_area.w = (float)GAMEPAD_WIDTH;
|
||
|
title_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
|
||
|
title_area.x = (float)PANEL_WIDTH + PANEL_SPACING;
|
||
|
title_area.y = (float)TITLE_HEIGHT / 2 - title_area.h / 2;
|
||
|
|
||
|
type_area.w = (float)PANEL_WIDTH - 2 * BUTTON_MARGIN;
|
||
|
type_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
|
||
|
type_area.x = (float)BUTTON_MARGIN;
|
||
|
type_area.y = (float)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;
|
||
|
}
|