SDL/test/testgamepad.c

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/*
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
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/* Simple program to test the SDL gamepad routines */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include "testutils.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
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#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 320
#define BUTTON_SIZE 50
#define AXIS_SIZE 50
/* This is indexed by SDL_GamepadButton. */
static const struct
{
int x;
int y;
} button_positions[] = {
{ 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
{ 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
{ 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
{ 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
{ 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
{ 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
{ 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
{ 75, 154 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
{ 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
{ 77, 40 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
{ 396, 36 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
{ 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
{ 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
{ 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
{ 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
{ 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
{ 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
{ 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
{ 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
{ 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
{ 0, 0 }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
};
SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
/* This is indexed by SDL_GamepadAxis. */
static const struct
{
int x;
int y;
double angle;
} axis_positions[] = {
{ 74, 153, 270.0 }, /* LEFTX */
{ 74, 153, 0.0 }, /* LEFTY */
{ 306, 231, 270.0 }, /* RIGHTX */
{ 306, 231, 0.0 }, /* RIGHTY */
{ 91, -20, 0.0 }, /* TRIGGERLEFT */
{ 375, -20, 0.0 }, /* TRIGGERRIGHT */
};
SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
/* This is indexed by SDL_JoystickPowerLevel + 1. */
static const char *power_level_strings[] = {
"unknown", /* SDL_JOYSTICK_POWER_UNKNOWN */
"empty", /* SDL_JOYSTICK_POWER_EMPTY */
"low", /* SDL_JOYSTICK_POWER_LOW */
"medium", /* SDL_JOYSTICK_POWER_MEDIUM */
"full", /* SDL_JOYSTICK_POWER_FULL */
"wired", /* SDL_JOYSTICK_POWER_WIRED */
};
SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
static SDL_bool retval = SDL_FALSE;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static int trigger_effect = 0;
static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
static SDL_Gamepad *gamepad;
static SDL_Gamepad **gamepads;
static int num_gamepads = 0;
static SDL_Joystick *virtual_joystick = NULL;
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
static float virtual_axis_start_x;
static float virtual_axis_start_y;
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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static void PrintJoystickInfo(SDL_JoystickID instance_id)
{
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char guid[64];
const char *name;
const char *path;
const char *description;
const char *mapping = NULL;
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SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id), guid, sizeof(guid));
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if (SDL_IsGamepad(instance_id)) {
name = SDL_GetGamepadInstanceName(instance_id);
path = SDL_GetGamepadInstancePath(instance_id);
switch (SDL_GetGamepadInstanceType(instance_id)) {
case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
description = "Amazon Luna Controller";
break;
case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
description = "Google Stadia Controller";
break;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
description = "Nintendo Switch Joy-Con";
break;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
description = "Nintendo Switch Pro Controller";
break;
case SDL_GAMEPAD_TYPE_PS3:
description = "PS3 Controller";
break;
case SDL_GAMEPAD_TYPE_PS4:
description = "PS4 Controller";
break;
case SDL_GAMEPAD_TYPE_PS5:
description = "PS5 Controller";
break;
case SDL_GAMEPAD_TYPE_XBOX360:
description = "XBox 360 Controller";
break;
case SDL_GAMEPAD_TYPE_XBOXONE:
description = "XBox One Controller";
break;
case SDL_GAMEPAD_TYPE_VIRTUAL:
description = "Virtual Gamepad";
break;
default:
description = "Gamepad";
break;
}
mapping = SDL_GetGamepadInstanceMapping(instance_id);
} else {
name = SDL_GetJoystickInstanceName(instance_id);
path = SDL_GetJoystickInstancePath(instance_id);
description = "Joystick";
}
SDL_Log("%s: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
description, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
SDL_GetJoystickInstanceVendor(instance_id),
SDL_GetJoystickInstanceProduct(instance_id),
SDL_GetJoystickInstancePlayerIndex(instance_id));
if (mapping) {
SDL_Log("Mapping: %s\n", mapping);
}
}
static void UpdateWindowTitle(void)
{
if (window == NULL) {
return;
}
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if (gamepad) {
const char *name = SDL_GetGamepadName(gamepad);
const char *serial = SDL_GetGamepadSerial(gamepad);
const char *basetitle = "Gamepad Test: ";
const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
char *title = (char *)SDL_malloc(titlelen);
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retval = SDL_FALSE;
done = SDL_FALSE;
if (title) {
SDL_strlcpy(title, basetitle, titlelen);
if (name) {
SDL_strlcat(title, name, titlelen);
}
if (serial) {
SDL_strlcat(title, " (", titlelen);
SDL_strlcat(title, serial, titlelen);
SDL_strlcat(title, ")", titlelen);
}
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SDL_SetWindowTitle(window, title);
SDL_free(title);
}
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} else {
SDL_SetWindowTitle(window, "Waiting for gamepad...");
}
}
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static const char *GetSensorName(SDL_SensorType sensor)
{
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switch (sensor) {
case SDL_SENSOR_ACCEL:
return "accelerometer";
case SDL_SENSOR_GYRO:
return "gyro";
case SDL_SENSOR_ACCEL_L:
return "accelerometer (L)";
case SDL_SENSOR_GYRO_L:
return "gyro (L)";
case SDL_SENSOR_ACCEL_R:
return "accelerometer (R)";
case SDL_SENSOR_GYRO_R:
return "gyro (R)";
default:
return "UNKNOWN";
}
}
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static int FindGamepad(SDL_JoystickID gamepad_id)
{
int i;
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for (i = 0; i < num_gamepads; ++i) {
if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
return i;
}
}
return -1;
}
static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
{
SDL_Gamepad **new_gamepads;
SDL_Gamepad *new_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
};
unsigned int i;
if (FindGamepad(gamepad_id) >= 0) {
/* We already have this gamepad */
return;
}
new_gamepad = SDL_OpenGamepad(gamepad_id);
if (new_gamepad == NULL) {
SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
return;
}
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new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
if (new_gamepads == NULL) {
SDL_CloseGamepad(gamepad);
return;
}
new_gamepads[num_gamepads++] = new_gamepad;
gamepads = new_gamepads;
gamepad = new_gamepad;
trigger_effect = 0;
if (verbose) {
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) {
if (verbose) {
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
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}
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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);
}
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}
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if (SDL_GamepadHasRumble(gamepad)) {
SDL_Log("Rumble supported");
}
if (SDL_GamepadHasRumbleTriggers(gamepad)) {
SDL_Log("Trigger rumble supported");
}
UpdateWindowTitle();
}
static void SetGamepad(SDL_JoystickID gamepad_id)
{
int i = FindGamepad(gamepad_id);
if (i < 0) {
return;
}
if (gamepad != gamepads[i]) {
gamepad = gamepads[i];
UpdateWindowTitle();
}
}
static void DelGamepad(SDL_JoystickID gamepad_id)
{
int i = FindGamepad(gamepad_id);
if (i < 0) {
return;
}
SDL_CloseGamepad(gamepads[i]);
--num_gamepads;
if (i < num_gamepads) {
SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
}
if (num_gamepads > 0) {
gamepad = gamepads[0];
} else {
gamepad = NULL;
}
UpdateWindowTitle();
}
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;
}
}
/* PS5 trigger effect documentation:
https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
*/
typedef struct
{
Uint8 ucEnableBits1; /* 0 */
Uint8 ucEnableBits2; /* 1 */
Uint8 ucRumbleRight; /* 2 */
Uint8 ucRumbleLeft; /* 3 */
Uint8 ucHeadphoneVolume; /* 4 */
Uint8 ucSpeakerVolume; /* 5 */
Uint8 ucMicrophoneVolume; /* 6 */
Uint8 ucAudioEnableBits; /* 7 */
Uint8 ucMicLightMode; /* 8 */
Uint8 ucAudioMuteBits; /* 9 */
Uint8 rgucRightTriggerEffect[11]; /* 10 */
Uint8 rgucLeftTriggerEffect[11]; /* 21 */
Uint8 rgucUnknown1[6]; /* 32 */
Uint8 ucLedFlags; /* 38 */
Uint8 rgucUnknown2[2]; /* 39 */
Uint8 ucLedAnim; /* 41 */
Uint8 ucLedBrightness; /* 42 */
Uint8 ucPadLights; /* 43 */
Uint8 ucLedRed; /* 44 */
Uint8 ucLedGreen; /* 45 */
Uint8 ucLedBlue; /* 46 */
} DS5EffectsState_t;
static void CyclePS5TriggerEffect(void)
{
DS5EffectsState_t state;
Uint8 effects[3][11] = {
/* Clear trigger effect */
{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
/* Constant resistance across entire trigger pull */
{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
/* Resistance and vibration when trigger is pulled */
{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
};
trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
SDL_zero(state);
state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
}
static SDL_bool ShowingFront(void)
{
SDL_bool showing_front = SDL_TRUE;
int i;
if (gamepad) {
/* Show the back of the gamepad if the paddles are being held */
for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
showing_front = SDL_FALSE;
break;
}
}
}
if (SDL_GetModState() & SDL_KMOD_SHIFT) {
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;
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 == NULL) {
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);
}
}
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SDL_free(joysticks);
}
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if (virtual_joystick) {
SDL_CloseJoystick(virtual_joystick);
virtual_joystick = NULL;
}
}
static SDL_GamepadButton FindButtonAtPosition(float x, float y)
{
SDL_FPoint point;
int i;
SDL_bool showing_front = ShowingFront();
point.x = x;
point.y = y;
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
if (on_front == showing_front) {
SDL_FRect rect;
rect.x = (float)button_positions[i].x;
rect.y = (float)button_positions[i].y;
rect.w = (float)BUTTON_SIZE;
rect.h = (float)BUTTON_SIZE;
if (SDL_PointInRectFloat(&point, &rect)) {
return (SDL_GamepadButton)i;
}
}
}
return SDL_GAMEPAD_BUTTON_INVALID;
}
static SDL_GamepadAxis FindAxisAtPosition(float x, float y)
{
SDL_FPoint point;
int i;
SDL_bool showing_front = ShowingFront();
point.x = x;
point.y = y;
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
if (showing_front) {
SDL_FRect rect;
rect.x = (float)axis_positions[i].x;
rect.y = (float)axis_positions[i].y;
rect.w = (float)AXIS_SIZE;
rect.h = (float)AXIS_SIZE;
if (SDL_PointInRectFloat(&point, &rect)) {
return (SDL_GamepadAxis)i;
}
}
}
return SDL_GAMEPAD_AXIS_INVALID;
}
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) / AXIS_SIZE, 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) / AXIS_SIZE, -1.0f, 1.0f);
float distanceY = SDL_clamp((y - virtual_axis_start_y) / AXIS_SIZE, -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)
{
SDL_GamepadButton button;
SDL_GamepadAxis axis;
button = FindButtonAtPosition(x, y);
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
virtual_button_active = button;
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
}
axis = FindAxisAtPosition(x, y);
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
virtual_axis_active = axis;
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 loop(void *arg)
{
SDL_Event event;
int i;
SDL_bool showing_front;
/* 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) {
switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
PrintJoystickInfo(event.jdevice.which);
break;
case SDL_EVENT_GAMEPAD_ADDED:
SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n",
event.gdevice.which);
AddGamepad(event.gdevice.which, SDL_TRUE);
break;
case SDL_EVENT_GAMEPAD_REMOVED:
SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n",
event.gdevice.which);
DelGamepad(event.gdevice.which);
break;
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;
#define VERBOSE_SENSORS
#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 */
#define VERBOSE_AXES
#ifdef VERBOSE_AXES
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetGamepad(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 (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SetGamepad(event.gbutton.which);
}
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
event.gbutton.which,
SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button),
event.gbutton.state ? "pressed" : "released");
/* Cycle PS5 trigger effects when the microphone button is pressed */
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
CyclePS5TriggerEffect();
}
break;
case SDL_EVENT_JOYSTICK_BATTERY_UPDATED:
SDL_Log("Gamepad %" SDL_PRIu32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (virtual_joystick) {
VirtualGamepadMouseDown(event.button.x, event.button.y);
}
break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
if (virtual_joystick) {
VirtualGamepadMouseUp(event.button.x, event.button.y);
}
break;
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (gamepad) {
int player_index = (event.key.keysym.sym - SDLK_0);
SDL_SetGamepadPlayerIndex(gamepad, player_index);
}
break;
}
if (event.key.keysym.sym == SDLK_a) {
OpenVirtualGamepad();
break;
}
if (event.key.keysym.sym == SDLK_d) {
CloseVirtualGamepad();
break;
}
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
SDL_FALLTHROUGH;
case SDL_EVENT_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
showing_front = ShowingFront();
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderTexture(screen, showing_front ? background_front : background_back, NULL, NULL);
if (gamepad) {
/* Update visual gamepad state */
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
if (on_front == showing_front) {
SDL_FRect dst;
dst.x = (float)button_positions[i].x;
dst.y = (float)button_positions[i].y;
dst.w = (float)BUTTON_SIZE;
dst.h = (float)BUTTON_SIZE;
SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
}
}
}
if (showing_front) {
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
if (value < -deadzone) {
const double angle = axis_positions[i].angle;
SDL_FRect dst;
dst.x = (float)axis_positions[i].x;
dst.y = (float)axis_positions[i].y;
dst.w = (float)AXIS_SIZE;
dst.h = (float)AXIS_SIZE;
SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
} else if (value > deadzone) {
const double angle = axis_positions[i].angle + 180.0;
SDL_FRect dst;
dst.x = (float)axis_positions[i].x;
dst.y = (float)axis_positions[i].y;
dst.w = (float)AXIS_SIZE;
dst.h = (float)AXIS_SIZE;
SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
}
}
}
/* Update LED based on left thumbstick position */
{
Sint16 x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
Sint16 y = SDL_GetGamepadAxis(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(gamepad, r, g, b);
}
}
if (trigger_effect == 0) {
/* Update rumble based on trigger state */
{
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
SDL_RumbleGamepad(gamepad, low_frequency_rumble, high_frequency_rumble, 250);
}
/* Update trigger rumble based on thumbstick state */
{
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
Uint16 left_rumble = ConvertAxisToRumble(~left);
Uint16 right_rumble = ConvertAxisToRumble(~right);
SDL_RumbleGamepadTriggers(gamepad, left_rumble, right_rumble, 250);
}
}
}
SDL_Delay(16);
SDL_RenderPresent(screen);
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
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int i;
int gamepad_index = -1;
SDLTest_CommonState *state;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (state == NULL) {
return 1;
}
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Parse commandline */
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for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (SDL_strcmp(argv[i], "--mappings") == 0) {
int map_i;
SDL_Log("Supported mappings:\n");
for (map_i = 0; map_i < SDL_GetNumGamepadMappings(); ++map_i) {
char *mapping = SDL_GetGamepadMappingForIndex(map_i);
if (mapping) {
SDL_Log("\t%s\n", mapping);
SDL_free(mapping);
}
}
SDL_Log("\n");
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;
}
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/* 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;
}
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SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
/* Create a window to display gamepad state */
window = SDL_CreateWindow("Gamepad Test", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return 2;
}
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screen = SDL_CreateRenderer(window, NULL, 0);
if (screen == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return 2;
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderPresent(screen);
/* scale for platforms that don't give you the window size you asked for. */
SDL_SetRenderLogicalPresentation(screen, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_LOGICAL_PRESENTATION_LETTERBOX,
SDL_SCALEMODE_LINEAR);
background_front = LoadTexture(screen, "gamepadmap.bmp", SDL_FALSE, NULL, NULL);
background_back = LoadTexture(screen, "gamepadmap_back.bmp", SDL_FALSE, NULL, NULL);
button_texture = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
axis_texture = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
if (background_front == NULL || background_back == NULL || button_texture == NULL || axis_texture == NULL) {
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return 2;
}
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SDL_SetTextureColorMod(button_texture, 10, 255, 21);
SDL_SetTextureColorMod(axis_texture, 10, 255, 21);
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/* Process the initial gamepad list */
loop(NULL);
if (gamepad_index < num_gamepads) {
gamepad = gamepads[gamepad_index];
} else {
gamepad = NULL;
}
UpdateWindowTitle();
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/* Loop, getting gamepad events! */
#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(loop, NULL, 0, 1);
#else
while (!done) {
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loop(NULL);
}
#endif
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/* Reset trigger state */
if (trigger_effect != 0) {
trigger_effect = -1;
CyclePS5TriggerEffect();
}
CloseVirtualGamepad();
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
SDLTest_CommonDestroyState(state);
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return 0;
}