Added ABXY button labels to the gamepad image

main
Sam Lantinga 2023-07-11 18:56:29 -07:00
parent e674d81844
commit ee34805053
2 changed files with 97 additions and 7 deletions

View File

@ -34,10 +34,10 @@ static const struct
int x;
int y;
} button_positions[] = {
{ 412, 192 }, /* SDL_GAMEPAD_BUTTON_A */
{ 456, 157 }, /* SDL_GAMEPAD_BUTTON_B */
{ 367, 157 }, /* SDL_GAMEPAD_BUTTON_X */
{ 414, 126 }, /* SDL_GAMEPAD_BUTTON_Y */
{ 413, 193 }, /* SDL_GAMEPAD_BUTTON_A */
{ 456, 156 }, /* SDL_GAMEPAD_BUTTON_B */
{ 372, 159 }, /* SDL_GAMEPAD_BUTTON_X */
{ 416, 125 }, /* SDL_GAMEPAD_BUTTON_Y */
{ 199, 157 }, /* SDL_GAMEPAD_BUTTON_BACK */
{ 257, 153 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
{ 314, 157 }, /* SDL_GAMEPAD_BUTTON_START */
@ -106,6 +106,7 @@ struct GamepadImage
int x;
int y;
SDL_bool showing_front;
SDL_bool reverse_diamond;
SDL_bool showing_battery;
SDL_bool showing_touchpad;
@ -133,6 +134,29 @@ static SDL_Texture *CreateTexture(SDL_Renderer *renderer, unsigned char *data, u
return texture;
}
static SDL_GamepadButton GetRemappedButton(SDL_bool reverse_diamond, SDL_GamepadButton button)
{
if (reverse_diamond) {
switch (button) {
case SDL_GAMEPAD_BUTTON_A:
button = SDL_GAMEPAD_BUTTON_B;
break;
case SDL_GAMEPAD_BUTTON_B:
button = SDL_GAMEPAD_BUTTON_A;
break;
case SDL_GAMEPAD_BUTTON_X:
button = SDL_GAMEPAD_BUTTON_Y;
break;
case SDL_GAMEPAD_BUTTON_Y:
button = SDL_GAMEPAD_BUTTON_X;
break;
default:
break;
}
}
return button;
}
GamepadImage *CreateGamepadImage(SDL_Renderer *renderer)
{
GamepadImage *ctx = SDL_calloc(1, sizeof(*ctx));
@ -185,6 +209,15 @@ void SetGamepadImageShowingFront(GamepadImage *ctx, SDL_bool showing_front)
ctx->showing_front = showing_front;
}
void SetGamepadImageReverseDiamond(GamepadImage *ctx, SDL_bool reverse_diamond)
{
if (!ctx) {
return;
}
ctx->reverse_diamond = reverse_diamond;
}
void SetGamepadImageShowingBattery(GamepadImage *ctx, SDL_bool showing_battery)
{
if (!ctx) {
@ -298,7 +331,7 @@ SDL_GamepadButton GetGamepadImageButtonAt(GamepadImage *ctx, float x, float y)
rect.w = (float)ctx->button_width;
rect.h = (float)ctx->button_height;
if (SDL_PointInRectFloat(&point, &rect)) {
return (SDL_GamepadButton)i;
return GetRemappedButton(ctx->reverse_diamond, (SDL_GamepadButton)i);
}
}
}
@ -367,6 +400,23 @@ void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
return;
}
if (gamepad) {
char *mapping = SDL_GetGamepadMapping(gamepad);
if (mapping) {
SDL_GamepadType gamepad_type = SDL_GetGamepadType(gamepad);
if (gamepad_type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO ||
gamepad_type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
gamepad_type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT ||
gamepad_type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR ||
SDL_strstr(mapping, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS")) {
ctx->reverse_diamond = SDL_TRUE;
} else {
ctx->reverse_diamond = SDL_FALSE;
}
SDL_free(mapping);
}
}
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
const SDL_GamepadButton button = (SDL_GamepadButton)i;
@ -421,11 +471,16 @@ void RenderGamepadImage(GamepadImage *ctx)
{
SDL_FRect dst;
int i;
Uint8 r, g, b, a;
char label[32];
SDL_bool invert_color = SDL_FALSE;
if (!ctx) {
return;
}
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
dst.x = (float)ctx->x;
dst.y = (float)ctx->y;
dst.w = (float)ctx->gamepad_width;
@ -438,6 +493,40 @@ void RenderGamepadImage(GamepadImage *ctx)
}
for (i = 0; i < SDL_arraysize(button_positions); ++i) {
SDL_GamepadButton button_position = GetRemappedButton(ctx->reverse_diamond, (SDL_GamepadButton)i);
switch (i) {
case SDL_GAMEPAD_BUTTON_A:
SDL_strlcpy(label, "A", sizeof(label));
break;
case SDL_GAMEPAD_BUTTON_B:
SDL_strlcpy(label, "B", sizeof(label));
break;
case SDL_GAMEPAD_BUTTON_X:
SDL_strlcpy(label, "X", sizeof(label));
break;
case SDL_GAMEPAD_BUTTON_Y:
SDL_strlcpy(label, "Y", sizeof(label));
break;
default:
*label = '\0';
break;
}
if (*label != '\0') {
dst.x = (float)ctx->x + button_positions[button_position].x - (float)(FONT_CHARACTER_SIZE * SDL_strlen(label)) / 2;
dst.y = (float)ctx->y + button_positions[button_position].y - (float)FONT_CHARACTER_SIZE / 2;
dst.w = (float)FONT_CHARACTER_SIZE;
dst.h = (float)FONT_CHARACTER_SIZE;
if (button_position == SDL_GAMEPAD_BUTTON_B || button_position == SDL_GAMEPAD_BUTTON_X) {
SDL_SetRenderDrawColor(ctx->renderer, ~r, ~g, ~b, a);
SDLTest_DrawString(ctx->renderer, dst.x, dst.y, label);
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
} else {
SDLTest_DrawString(ctx->renderer, dst.x, dst.y, label);
}
}
if (ctx->buttons[i]) {
SDL_bool on_front = SDL_TRUE;
@ -445,8 +534,8 @@ void RenderGamepadImage(GamepadImage *ctx)
on_front = SDL_FALSE;
}
if (on_front == ctx->showing_front) {
dst.x = (float)ctx->x + button_positions[i].x - ctx->button_width / 2;
dst.y = (float)ctx->y + button_positions[i].y - ctx->button_height / 2;
dst.x = (float)ctx->x + button_positions[button_position].x - ctx->button_width / 2;
dst.y = (float)ctx->y + button_positions[button_position].y - 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);

View File

@ -17,6 +17,7 @@ typedef struct GamepadImage GamepadImage;
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 SetGamepadImageReverseDiamond(GamepadImage *ctx, SDL_bool reverse_diamond);
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);