Show touchpad and sensor output on screen in testgamepad

main
Sam Lantinga 2023-07-10 18:05:31 -07:00
parent d44ada59fb
commit 50277a0355
1 changed files with 76 additions and 1 deletions

View File

@ -520,6 +520,10 @@ struct GamepadDisplay
int arrow_width;
int arrow_height;
float accel_data[3];
float gyro_data[3];
Uint64 last_sensor_update;
SDL_Rect area;
};
@ -554,12 +558,14 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
{
float x, y;
int i;
char text[32];
char text[128];
const float margin = 8.0f;
const float center = ctx->area.w / 2.0f;
const float arrow_extent = 48.0f;
SDL_FRect dst, rect;
Uint8 r, g, b, a;
SDL_bool has_accel;
SDL_bool has_gyro;
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
@ -652,6 +658,75 @@ 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 (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;
}
}
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 (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;
}
}
}
void DestroyGamepadDisplay(GamepadDisplay *ctx)