Added binding mode to testcontroller

main
Sam Lantinga 2023-07-13 22:57:32 -07:00
parent 6c2472d459
commit 404e030b39
3 changed files with 443 additions and 278 deletions

View File

@ -114,9 +114,9 @@ struct GamepadImage
int x;
int y;
SDL_bool showing_front;
SDL_bool showing_battery;
SDL_bool showing_touchpad;
GamepadImageFaceStyle face_style;
ControllerDisplayMode display_mode;
SDL_bool buttons[SDL_GAMEPAD_BUTTON_MAX];
int axes[SDL_GAMEPAD_AXIS_MAX];
@ -231,57 +231,13 @@ void SetGamepadImageFaceStyle(GamepadImage *ctx, GamepadImageFaceStyle face_styl
ctx->face_style = face_style;
}
void SetGamepadImageShowingBattery(GamepadImage *ctx, SDL_bool showing_battery)
void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode)
{
if (!ctx) {
return;
}
ctx->showing_battery = showing_battery;
}
void SetGamepadImageShowingTouchpad(GamepadImage *ctx, SDL_bool showing_touchpad)
{
if (!ctx) {
return;
}
ctx->showing_touchpad = showing_touchpad;
}
void GetGamepadImageArea(GamepadImage *ctx, int *x, int *y, int *width, int *height)
{
if (!ctx) {
if (x) {
*x = 0;
}
if (y) {
*y = 0;
}
if (width) {
*width = 0;
}
if (height) {
*height = 0;
}
return;
}
if (x) {
*x = ctx->x;
}
if (y) {
*y = ctx->y;
}
if (width) {
*width = ctx->gamepad_width;
}
if (height) {
*height = ctx->gamepad_height;
if (ctx->showing_touchpad) {
*height += ctx->touchpad_height;
}
}
ctx->display_mode = display_mode;
}
int GetGamepadImageButtonWidth(GamepadImage *ctx)
@ -482,12 +438,14 @@ void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &finger->state, &finger->x, &finger->y, &finger->pressure);
}
ctx->showing_touchpad = SDL_TRUE;
} else {
if (ctx->fingers) {
SDL_free(ctx->fingers);
ctx->fingers = NULL;
ctx->num_fingers = 0;
}
ctx->showing_touchpad = SDL_FALSE;
}
}
@ -568,7 +526,7 @@ void RenderGamepadImage(GamepadImage *ctx)
}
}
if (ctx->showing_battery) {
if (ctx->display_mode == CONTROLLER_MODE_TESTING && ctx->battery_level != SDL_JOYSTICK_POWER_UNKNOWN) {
dst.x = (float)ctx->x + ctx->gamepad_width - ctx->battery_width;
dst.y = (float)ctx->y;
dst.w = (float)ctx->battery_width;
@ -576,7 +534,7 @@ void RenderGamepadImage(GamepadImage *ctx)
SDL_RenderTexture(ctx->renderer, ctx->battery_texture[1 + ctx->battery_level], NULL, &dst);
}
if (ctx->showing_touchpad) {
if (ctx->display_mode == CONTROLLER_MODE_TESTING && ctx->showing_touchpad) {
dst.x = (float)ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
dst.y = (float)ctx->y + ctx->gamepad_height;
dst.w = (float)ctx->touchpad_width;
@ -673,6 +631,8 @@ struct GamepadDisplay
float gyro_data[3];
Uint64 last_sensor_update;
ControllerDisplayMode display_mode;
SDL_Rect area;
};
@ -691,16 +651,22 @@ GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer)
return ctx;
}
void SetGamepadDisplayArea(GamepadDisplay *ctx, int x, int y, int w, int h)
void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode)
{
if (!ctx) {
return;
}
ctx->area.x = x;
ctx->area.y = y;
ctx->area.w = w;
ctx->area.h = h;
ctx->display_mode = display_mode;
}
void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_Rect *area)
{
if (!ctx) {
return;
}
SDL_copyp(&ctx->area, area);
}
static SDL_bool GetBindingString(const char *label, char *mapping, char *text, size_t size)
@ -794,7 +760,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
const float arrow_extent = 48.0f;
SDL_FRect dst, rect;
Uint8 r, g, b, a;
char *mapping;
char *mapping = NULL;
SDL_bool has_accel;
SDL_bool has_gyro;
@ -812,6 +778,11 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
SDL_GamepadButton button = (SDL_GamepadButton)i;
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
!SDL_GamepadHasButton(gamepad, button)) {
continue;
}
SDL_snprintf(text, sizeof(text), "%s:", gamepad_button_names[i]);
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
@ -827,9 +798,11 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
dst.h = (float)ctx->button_height;
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
if (GetButtonBindingString(button, mapping, binding, sizeof(binding))) {
dst.x += dst.w + 2 * margin;
SDLTest_DrawString(ctx->renderer, dst.x, y, binding);
if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
if (GetButtonBindingString(button, mapping, binding, sizeof(binding))) {
dst.x += dst.w + 2 * margin;
SDLTest_DrawString(ctx->renderer, dst.x, y, binding);
}
}
y += ctx->button_height + 2.0f;
@ -838,7 +811,14 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
SDL_bool has_negative = (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
Sint16 value;
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
!SDL_GamepadHasAxis(gamepad, axis)) {
continue;
}
value = SDL_GetGamepadAxis(gamepad, axis);
SDL_snprintf(text, sizeof(text), "%s:", gamepad_axis_names[i]);
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
@ -875,12 +855,14 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
SDL_RenderFillRect(ctx->renderer, &rect);
}
if (has_negative && GetAxisBindingString(axis, -1, mapping, binding, sizeof(binding))) {
float text_x;
if (ctx->display_mode == CONTROLLER_MODE_BINDING && has_negative) {
if (GetAxisBindingString(axis, -1, mapping, binding, sizeof(binding))) {
float text_x;
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
text_x = dst.x + arrow_extent / 2 - ((float)FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
text_x = dst.x + arrow_extent / 2 - ((float)FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
}
}
dst.x += arrow_extent;
@ -894,12 +876,14 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
SDL_RenderFillRect(ctx->renderer, &rect);
}
if (GetAxisBindingString(axis, 1, mapping, binding, sizeof(binding))) {
float text_x;
if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
if (GetAxisBindingString(axis, 1, mapping, binding, sizeof(binding))) {
float text_x;
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
text_x = dst.x + arrow_extent / 2 - ((float)FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
text_x = dst.x + arrow_extent / 2 - ((float)FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
SDLTest_DrawString(ctx->renderer, text_x, y, binding);
}
}
dst.x += arrow_extent;
@ -916,72 +900,74 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
y += ctx->button_height + 2;
}
if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
for (i = 0; i < num_fingers; ++i) {
Uint8 state;
float finger_x, finger_y, finger_pressure;
if (ctx->display_mode == CONTROLLER_MODE_TESTING) {
if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
for (i = 0; i < num_fingers; ++i) {
Uint8 state;
float finger_x, finger_y, finger_pressure;
if (SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &state, &finger_x, &finger_y, &finger_pressure) < 0) {
continue;
if (SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &state, &finger_x, &finger_y, &finger_pressure) < 0) {
continue;
}
SDL_snprintf(text, sizeof(text), "Touch finger %d:", i);
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
if (state) {
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
} else {
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
}
dst.x = x + center + 2.0f;
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
dst.w = (float)ctx->button_width;
dst.h = (float)ctx->button_height;
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
if (state) {
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f)", finger_x, finger_y);
SDLTest_DrawString(ctx->renderer, x + center + ctx->button_width + 4.0f, y, text);
}
y += ctx->button_height + 2.0f;
}
SDL_snprintf(text, sizeof(text), "Touch finger %d:", i);
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
if (state) {
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
} else {
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
}
dst.x = x + center + 2.0f;
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
dst.w = (float)ctx->button_width;
dst.h = (float)ctx->button_height;
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
if (state) {
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f)", finger_x, finger_y);
SDLTest_DrawString(ctx->renderer, x + center + ctx->button_width + 4.0f, y, text);
}
y += ctx->button_height + 2.0f;
}
}
has_accel = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
has_gyro = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
if (has_accel || has_gyro) {
const int SENSOR_UPDATE_INTERVAL_MS = 100;
Uint64 now = SDL_GetTicks();
has_accel = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
has_gyro = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
if (has_accel || has_gyro) {
const int SENSOR_UPDATE_INTERVAL_MS = 100;
Uint64 now = SDL_GetTicks();
if (now >= ctx->last_sensor_update + SENSOR_UPDATE_INTERVAL_MS) {
if (has_accel) {
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, ctx->accel_data, SDL_arraysize(ctx->accel_data));
}
if (has_gyro) {
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_GYRO, ctx->gyro_data, SDL_arraysize(ctx->gyro_data));
}
ctx->last_sensor_update = now;
}
if (now >= ctx->last_sensor_update + SENSOR_UPDATE_INTERVAL_MS) {
if (has_accel) {
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, ctx->accel_data, SDL_arraysize(ctx->accel_data));
SDL_strlcpy(text, "Accelerometer:", sizeof(text));
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2]);
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
y += ctx->button_height + 2.0f;
}
if (has_gyro) {
SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_GYRO, ctx->gyro_data, SDL_arraysize(ctx->gyro_data));
SDL_strlcpy(text, "Gyro:", sizeof(text));
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->gyro_data[0], ctx->gyro_data[1], ctx->gyro_data[2]);
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
y += ctx->button_height + 2.0f;
}
ctx->last_sensor_update = now;
}
if (has_accel) {
SDL_strlcpy(text, "Accelerometer:", sizeof(text));
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2]);
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
y += ctx->button_height + 2.0f;
}
if (has_gyro) {
SDL_strlcpy(text, "Gyro:", sizeof(text));
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->gyro_data[0], ctx->gyro_data[1], ctx->gyro_data[2]);
SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
y += ctx->button_height + 2.0f;
}
}
@ -1028,16 +1014,13 @@ JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer)
return ctx;
}
void SetJoystickDisplayArea(JoystickDisplay *ctx, int x, int y, int w, int h)
void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_Rect *area)
{
if (!ctx) {
return;
}
ctx->area.x = x;
ctx->area.y = y;
ctx->area.w = w;
ctx->area.h = h;
SDL_copyp(&ctx->area, area);
}
void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
@ -1259,16 +1242,16 @@ GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label)
return ctx;
}
void SetGamepadButtonArea(GamepadButton *ctx, int x, int y, int w, int h)
void SetGamepadButtonArea(GamepadButton *ctx, const SDL_Rect *area)
{
if (!ctx) {
return;
}
ctx->area.x = (float)x;
ctx->area.y = (float)y;
ctx->area.w = (float)w;
ctx->area.h = (float)h;
ctx->area.x = (float)area->x;
ctx->area.y = (float)area->y;
ctx->area.w = (float)area->w;
ctx->area.h = (float)area->h;
}
void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight)

View File

@ -14,6 +14,12 @@
typedef struct GamepadImage GamepadImage;
typedef enum
{
CONTROLLER_MODE_TESTING,
CONTROLLER_MODE_BINDING,
} ControllerDisplayMode;
typedef enum
{
GAMEPAD_IMAGE_FACE_BLANK,
@ -26,9 +32,7 @@ extern GamepadImage *CreateGamepadImage(SDL_Renderer *renderer);
extern void SetGamepadImagePosition(GamepadImage *ctx, int x, int y);
extern void SetGamepadImageShowingFront(GamepadImage *ctx, SDL_bool showing_front);
extern void SetGamepadImageFaceStyle(GamepadImage *ctx, GamepadImageFaceStyle face_style);
extern void SetGamepadImageShowingBattery(GamepadImage *ctx, SDL_bool showing_battery);
extern void SetGamepadImageShowingTouchpad(GamepadImage *ctx, SDL_bool showing_touchpad);
extern void GetGamepadImageArea(GamepadImage *ctx, int *x, int *y, int *width, int *height);
extern void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode);
extern int GetGamepadImageButtonWidth(GamepadImage *ctx);
extern int GetGamepadImageButtonHeight(GamepadImage *ctx);
extern int GetGamepadImageAxisWidth(GamepadImage *ctx);
@ -50,7 +54,8 @@ extern void DestroyGamepadImage(GamepadImage *ctx);
typedef struct GamepadDisplay GamepadDisplay;
extern GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer);
extern void SetGamepadDisplayArea(GamepadDisplay *ctx, int x, int y, int w, int h);
extern void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode);
extern void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_Rect *area);
extern void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad);
extern void DestroyGamepadDisplay(GamepadDisplay *ctx);
@ -59,7 +64,7 @@ extern void DestroyGamepadDisplay(GamepadDisplay *ctx);
typedef struct JoystickDisplay JoystickDisplay;
extern JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer);
extern void SetJoystickDisplayArea(JoystickDisplay *ctx, int x, int y, int w, int h);
extern void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_Rect *area);
extern void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick);
extern void DestroyJoystickDisplay(JoystickDisplay *ctx);
@ -68,7 +73,7 @@ extern void DestroyJoystickDisplay(JoystickDisplay *ctx);
typedef struct GamepadButton GamepadButton;
extern GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label);
extern void SetGamepadButtonArea(GamepadButton *ctx, int x, int y, int w, int h);
extern void SetGamepadButtonArea(GamepadButton *ctx, const SDL_Rect *area);
extern void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight);
extern int GetGamepadButtonLabelWidth(GamepadButton *ctx);
extern int GetGamepadButtonLabelHeight(GamepadButton *ctx);

View File

@ -27,7 +27,8 @@
#define TITLE_HEIGHT 48
#define PANEL_SPACING 25
#define PANEL_WIDTH 250
#define BUTTON_MARGIN 8
#define MINIMUM_BUTTON_WIDTH 96
#define BUTTON_MARGIN 16
#define BUTTON_PADDING 12
#define GAMEPAD_WIDTH 512
#define GAMEPAD_HEIGHT 480
@ -56,10 +57,17 @@ typedef struct
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
static GamepadImage *image = NULL;
static GamepadDisplay *gamepad_elements = NULL;
static JoystickDisplay *joystick_elements = NULL;
static GamepadButton *setup_mapping_button = NULL;
static GamepadButton *test_mapping_button = NULL;
static GamepadButton *cancel_button = NULL;
static GamepadButton *clear_button = NULL;
static GamepadButton *copy_button = NULL;
static GamepadButton *paste_button = NULL;
static char *backup_mapping = NULL;
static SDL_bool retval = SDL_FALSE;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
@ -209,6 +217,104 @@ static void CyclePS5TriggerEffect(Controller *device)
SDL_SendGamepadEffect(device->gamepad, &state, sizeof(state));
}
static void ClearButtonHighlights()
{
SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE);
SetGamepadButtonHighlight(test_mapping_button, SDL_FALSE);
SetGamepadButtonHighlight(cancel_button, SDL_FALSE);
SetGamepadButtonHighlight(clear_button, SDL_FALSE);
SetGamepadButtonHighlight(copy_button, SDL_FALSE);
SetGamepadButtonHighlight(paste_button, SDL_FALSE);
}
static void UpdateButtonHighlights(float x, float y)
{
ClearButtonHighlights();
if (display_mode == CONTROLLER_MODE_TESTING) {
SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y));
} else if (display_mode == CONTROLLER_MODE_BINDING) {
SetGamepadButtonHighlight(test_mapping_button, GamepadButtonContains(test_mapping_button, x, y));
SetGamepadButtonHighlight(cancel_button, GamepadButtonContains(cancel_button, x, y));
SetGamepadButtonHighlight(clear_button, GamepadButtonContains(clear_button, x, y));
SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, x, y));
SetGamepadButtonHighlight(paste_button, GamepadButtonContains(paste_button, x, y));
}
}
static void SetDisplayMode(ControllerDisplayMode mode)
{
float x, y;
if (mode == CONTROLLER_MODE_BINDING) {
/* Make a backup of the current mapping */
backup_mapping = SDL_GetGamepadMapping(controller->gamepad);
}
display_mode = mode;
SetGamepadImageDisplayMode(image, mode);
SetGamepadDisplayDisplayMode(gamepad_elements, mode);
SDL_GetMouseState(&x, &y);
SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
UpdateButtonHighlights(x, y);
}
static void CancelMapping(void)
{
if (backup_mapping) {
SDL_SetGamepadMapping(controller->id, backup_mapping);
SDL_free(backup_mapping);
backup_mapping = NULL;
}
SetDisplayMode(CONTROLLER_MODE_TESTING);
}
static void ClearMapping(void)
{
SDL_SetGamepadMapping(controller->id, NULL);
}
static void CopyMapping(void)
{
if (controller && controller->gamepad) {
char *mapping = SDL_GetGamepadMapping(controller->gamepad);
if (mapping) {
const char *name = SDL_GetGamepadName(controller->gamepad);
char *wildcard = SDL_strchr(mapping, '*');
if (wildcard && name && *name) {
char *text;
size_t size;
/* Personalize the mapping for this controller */
*wildcard++ = '\0';
size = SDL_strlen(mapping) + SDL_strlen(name) + SDL_strlen(wildcard) + 1;
text = SDL_malloc(size);
if (!text) {
return;
}
SDL_snprintf(text, size, "%s%s%s", mapping, name, wildcard);
SDL_SetClipboardText(text);
SDL_free(text);
} else {
SDL_SetClipboardText(mapping);
}
SDL_free(mapping);
}
}
}
static void PasteMapping(void)
{
if (controller) {
char *mapping = SDL_GetClipboardText();
if (*mapping) {
SDL_SetGamepadMapping(controller->id, mapping);
}
SDL_free(mapping);
}
}
static int FindController(SDL_JoystickID id)
{
int i;
@ -225,29 +331,21 @@ static void SetController(SDL_JoystickID id)
{
int i = FindController(id);
if (i >= 0 && display_mode == CONTROLLER_MODE_BINDING) {
/* Don't change controllers while binding */
return;
}
if (i < 0 && num_controllers > 0) {
i = 0;
}
if (i >= 0) {
controller = &controllers[i];
if (controller->gamepad) {
SetGamepadImageShowingBattery(image, SDL_TRUE);
} else {
SetGamepadImageShowingBattery(image, SDL_FALSE);
}
if (SDL_GetNumGamepadTouchpads(controller->gamepad) > 0) {
SetGamepadImageShowingTouchpad(image, SDL_TRUE);
} else {
SetGamepadImageShowingTouchpad(image, SDL_FALSE);
}
} else {
controller = NULL;
SetGamepadImageShowingBattery(image, SDL_FALSE);
SetGamepadImageShowingTouchpad(image, SDL_FALSE);
}
SetDisplayMode(CONTROLLER_MODE_TESTING);
}
static void AddController(SDL_JoystickID id, SDL_bool verbose)
@ -354,6 +452,19 @@ static void DelController(SDL_JoystickID id)
SetController(0);
}
static void HandleGamepadRemapped(SDL_JoystickID id)
{
int i = FindController(id);
if (i < 0) {
return;
}
if (!controllers[i].gamepad) {
controllers[i].gamepad = SDL_OpenGamepad(id);
}
}
static Uint16 ConvertAxisToRumble(Sint16 axisval)
{
/* Only start rumbling if the axis is past the halfway point */
@ -413,6 +524,10 @@ 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;
@ -578,47 +693,76 @@ static void DrawGamepadInfo(SDL_Renderer *renderer)
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;
if (display_mode == CONTROLLER_MODE_TESTING) {
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 void CopyMappingToClipboard()
static void UpdateGamepadEffects(void)
{
if (controller && controller->gamepad) {
char *mapping = SDL_GetGamepadMapping(controller->gamepad);
if (mapping) {
const char *name = SDL_GetGamepadName(controller->gamepad);
char *wildcard = SDL_strchr(mapping, '*');
if (wildcard && name && *name) {
char *text;
size_t size;
if (display_mode != CONTROLLER_MODE_TESTING || !controller->gamepad) {
return;
}
/* Personalize the mapping for this controller */
*wildcard++ = '\0';
size = SDL_strlen(mapping) + SDL_strlen(name) + SDL_strlen(wildcard) + 1;
text = SDL_malloc(size);
if (!text) {
return;
}
SDL_snprintf(text, size, "%s%s%s", mapping, name, wildcard);
SDL_SetClipboardText(text);
SDL_free(text);
/* 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 {
SDL_SetClipboardText(mapping);
r = 0;
b = (Uint8)(((int)(x)*255) / 32767);
}
SDL_free(mapping);
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);
}
}
}
@ -653,6 +797,10 @@ static void loop(void *arg)
SetController(event.jbutton.which);
break;
case SDL_EVENT_GAMEPAD_REMAPPED:
HandleGamepadRemapped(event.gdevice.which);
break;
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
@ -702,11 +850,13 @@ static void loop(void *arg)
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 &&
controller && SDL_GetGamepadType(controller->gamepad) == SDL_GAMEPAD_TYPE_PS5 &&
event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1) {
CyclePS5TriggerEffect(controller);
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;
@ -715,48 +865,72 @@ static void loop(void *arg)
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (virtual_joystick) {
if (virtual_joystick && controller->joystick == virtual_joystick) {
VirtualGamepadMouseDown(event.button.x, event.button.y);
}
SetGamepadButtonHighlight(copy_button, GamepadButtonContains(copy_button, event.button.x, event.button.y));
UpdateButtonHighlights(event.button.x, event.button.y);
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
if (virtual_joystick) {
if (virtual_joystick && controller->joystick == virtual_joystick) {
VirtualGamepadMouseUp(event.button.x, event.button.y);
}
if (GamepadButtonContains(copy_button, event.button.x, event.button.y)) {
CopyMappingToClipboard();
ClearButtonHighlights();
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(test_mapping_button, event.button.x, event.button.y)) {
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 (GamepadButtonContains(copy_button, event.button.x, event.button.y)) {
CopyMapping();
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
}
}
SetGamepadButtonHighlight(copy_button, SDL_FALSE);
break;
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick) {
if (virtual_joystick && controller->joystick == virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
SetGamepadButtonHighlight(copy_button, event.motion.state && GamepadButtonContains(copy_button, event.motion.x, event.motion.y));
UpdateButtonHighlights(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 (controller && controller->gamepad) {
int player_index = (event.key.keysym.sym - SDLK_0);
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);
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_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)) {
CopyMapping();
} else if (event.key.keysym.sym == SDLK_v && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
PasteMapping();
} else if (event.key.keysym.sym == SDLK_x && (event.key.keysym.mod & SDL_KMOD_CTRL)) {
CopyMapping();
ClearMapping();
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
CancelMapping();
}
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) {
done = SDL_TRUE;
}
break;
case SDL_EVENT_QUIT:
@ -780,62 +954,21 @@ static void loop(void *arg)
RenderGamepadDisplay(gamepad_elements, controller->gamepad);
RenderJoystickDisplay(joystick_elements, controller->joystick);
if (controller->gamepad) {
RenderGamepadButton(copy_button);
if (display_mode == CONTROLLER_MODE_TESTING) {
RenderGamepadButton(setup_mapping_button);
} else if (display_mode == CONTROLLER_MODE_BINDING) {
RenderGamepadButton(test_mapping_button);
RenderGamepadButton(cancel_button);
RenderGamepadButton(clear_button);
if (controller->gamepad) {
RenderGamepadButton(copy_button);
}
RenderGamepadButton(paste_button);
}
DrawGamepadInfo(screen);
if (controller->gamepad) {
/* 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);
}
}
}
UpdateGamepadEffects();
} else {
DrawGamepadWaiting(screen);
}
@ -854,7 +987,7 @@ int main(int argc, char *argv[])
int i;
float content_scale;
int screen_width, screen_height;
int button_width, button_height;
SDL_Rect area;
int gamepad_index = -1;
SDLTest_CommonState *state;
@ -960,18 +1093,62 @@ int main(int argc, char *argv[])
return 2;
}
SetGamepadImagePosition(image, PANEL_WIDTH + PANEL_SPACING, TITLE_HEIGHT);
SetGamepadImageShowingBattery(image, SDL_TRUE);
gamepad_elements = CreateGamepadDisplay(screen);
SetGamepadDisplayArea(gamepad_elements, 0, TITLE_HEIGHT, PANEL_WIDTH, GAMEPAD_HEIGHT);
area.x = 0;
area.y = TITLE_HEIGHT;
area.w = PANEL_WIDTH;
area.h = GAMEPAD_HEIGHT;
SetGamepadDisplayArea(gamepad_elements, &area);
joystick_elements = CreateJoystickDisplay(screen);
SetJoystickDisplayArea(joystick_elements, PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING, TITLE_HEIGHT, PANEL_WIDTH, GAMEPAD_HEIGHT);
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);
copy_button = CreateGamepadButton(screen, "Copy to Clipboard");
button_width = GetGamepadButtonLabelWidth(copy_button) + 2 * BUTTON_PADDING;
button_height = GetGamepadButtonLabelHeight(copy_button) + 2 * BUTTON_PADDING;
SetGamepadButtonArea(copy_button, BUTTON_MARGIN, SCREEN_HEIGHT - BUTTON_MARGIN - button_height, button_width, button_height);
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);
test_mapping_button = CreateGamepadButton(screen, "Done");
area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(test_mapping_button) + 2 * BUTTON_PADDING);
area.h = GetGamepadButtonLabelHeight(test_mapping_button) + 2 * BUTTON_PADDING;
area.x = SCREEN_WIDTH / 2 - area.w / 2;
area.y = SCREEN_HEIGHT - BUTTON_MARGIN - area.h;
SetGamepadButtonArea(test_mapping_button, &area);
/* Process the initial gamepad list */
loop(NULL);