1 | /* |
2 | Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org> |
3 | |
4 | This software is provided 'as-is', without any express or implied |
5 | warranty. In no event will the authors be held liable for any damages |
6 | arising from the use of this software. |
7 | |
8 | Permission is granted to anyone to use this software for any purpose, |
9 | including commercial applications, and to alter it and redistribute it |
10 | freely. |
11 | */ |
12 | |
13 | /* Simple program to test the SDL game controller routines */ |
14 | |
15 | #include <stdio.h> |
16 | #include <stdlib.h> |
17 | #include <string.h> |
18 | |
19 | #include "SDL.h" |
20 | |
21 | #ifdef __EMSCRIPTEN__ |
22 | #include <emscripten/emscripten.h> |
23 | #endif |
24 | |
25 | #ifndef SDL_JOYSTICK_DISABLED |
26 | |
27 | #define SCREEN_WIDTH 512 |
28 | #define SCREEN_HEIGHT 320 |
29 | |
30 | /* This is indexed by SDL_GameControllerButton. */ |
31 | static const struct { int x; int y; } button_positions[] = { |
32 | {387, 167}, /* SDL_CONTROLLER_BUTTON_A */ |
33 | {431, 132}, /* SDL_CONTROLLER_BUTTON_B */ |
34 | {342, 132}, /* SDL_CONTROLLER_BUTTON_X */ |
35 | {389, 101}, /* SDL_CONTROLLER_BUTTON_Y */ |
36 | {174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */ |
37 | {232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */ |
38 | {289, 132}, /* SDL_CONTROLLER_BUTTON_START */ |
39 | {75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */ |
40 | {305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */ |
41 | {77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */ |
42 | {396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */ |
43 | {154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */ |
44 | {154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */ |
45 | {116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */ |
46 | {186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */ |
47 | {232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */ |
48 | {132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */ |
49 | {330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */ |
50 | {132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */ |
51 | {330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */ |
52 | }; |
53 | |
54 | /* This is indexed by SDL_GameControllerAxis. */ |
55 | static const struct { int x; int y; double angle; } axis_positions[] = { |
56 | {74, 153, 270.0}, /* LEFTX */ |
57 | {74, 153, 0.0}, /* LEFTY */ |
58 | {306, 231, 270.0}, /* RIGHTX */ |
59 | {306, 231, 0.0}, /* RIGHTY */ |
60 | {91, -20, 0.0}, /* TRIGGERLEFT */ |
61 | {375, -20, 0.0}, /* TRIGGERRIGHT */ |
62 | }; |
63 | |
64 | SDL_Window *window = NULL; |
65 | SDL_Renderer *screen = NULL; |
66 | SDL_bool retval = SDL_FALSE; |
67 | SDL_bool done = SDL_FALSE; |
68 | SDL_bool set_LED = SDL_FALSE; |
69 | SDL_Texture *background_front, *background_back, *button, *axis; |
70 | SDL_GameController *gamecontroller; |
71 | SDL_GameController **gamecontrollers; |
72 | int num_controllers = 0; |
73 | |
74 | static void UpdateWindowTitle() |
75 | { |
76 | if (!window) { |
77 | return; |
78 | } |
79 | |
80 | if (gamecontroller) { |
81 | const char *name = SDL_GameControllerName(gamecontroller); |
82 | const char *serial = SDL_GameControllerGetSerial(gamecontroller); |
83 | const char *basetitle = "Game Controller Test: " ; |
84 | const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (serial ? 3 + SDL_strlen(serial) : 0) + 1; |
85 | char *title = (char *)SDL_malloc(titlelen); |
86 | |
87 | retval = SDL_FALSE; |
88 | done = SDL_FALSE; |
89 | |
90 | if (title) { |
91 | SDL_snprintf(title, titlelen, "%s%s" , basetitle, name); |
92 | if (serial) { |
93 | SDL_strlcat(title, " (" , titlelen); |
94 | SDL_strlcat(title, serial, titlelen); |
95 | SDL_strlcat(title, ")" , titlelen); |
96 | } |
97 | SDL_SetWindowTitle(window, title); |
98 | SDL_free(title); |
99 | } |
100 | } else { |
101 | SDL_SetWindowTitle(window, "Waiting for controller..." ); |
102 | } |
103 | } |
104 | |
105 | static int FindController(SDL_JoystickID controller_id) |
106 | { |
107 | int i; |
108 | |
109 | for (i = 0; i < num_controllers; ++i) { |
110 | if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) { |
111 | return i; |
112 | } |
113 | } |
114 | return -1; |
115 | } |
116 | |
117 | static void AddController(int device_index, SDL_bool verbose) |
118 | { |
119 | SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index); |
120 | SDL_GameController *controller; |
121 | SDL_GameController **controllers; |
122 | |
123 | controller_id = SDL_JoystickGetDeviceInstanceID(device_index); |
124 | if (controller_id < 0) { |
125 | SDL_Log("Couldn't get controller ID: %s\n" , SDL_GetError()); |
126 | return; |
127 | } |
128 | |
129 | if (FindController(controller_id) >= 0) { |
130 | /* We already have this controller */ |
131 | return; |
132 | } |
133 | |
134 | controller = SDL_GameControllerOpen(device_index); |
135 | if (!controller) { |
136 | SDL_Log("Couldn't open controller: %s\n" , SDL_GetError()); |
137 | return; |
138 | } |
139 | |
140 | controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers)); |
141 | if (!controllers) { |
142 | SDL_GameControllerClose(controller); |
143 | return; |
144 | } |
145 | |
146 | controllers[num_controllers++] = controller; |
147 | gamecontrollers = controllers; |
148 | gamecontroller = controller; |
149 | |
150 | if (verbose) { |
151 | const char *name = SDL_GameControllerName(gamecontroller); |
152 | SDL_Log("Opened game controller %s\n" , name); |
153 | } |
154 | |
155 | if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) { |
156 | if (verbose) { |
157 | SDL_Log("Enabling accelerometer\n" ); |
158 | } |
159 | SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE); |
160 | } |
161 | |
162 | if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) { |
163 | if (verbose) { |
164 | SDL_Log("Enabling gyro\n" ); |
165 | } |
166 | SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE); |
167 | } |
168 | |
169 | UpdateWindowTitle(); |
170 | } |
171 | |
172 | static void SetController(SDL_JoystickID controller) |
173 | { |
174 | int i = FindController(controller); |
175 | |
176 | if (i < 0) { |
177 | return; |
178 | } |
179 | |
180 | if (gamecontroller != gamecontrollers[i]) { |
181 | gamecontroller = gamecontrollers[i]; |
182 | UpdateWindowTitle(); |
183 | } |
184 | } |
185 | |
186 | static void DelController(SDL_JoystickID controller) |
187 | { |
188 | int i = FindController(controller); |
189 | |
190 | if (i < 0) { |
191 | return; |
192 | } |
193 | |
194 | SDL_GameControllerClose(gamecontrollers[i]); |
195 | |
196 | --num_controllers; |
197 | if (i < num_controllers) { |
198 | SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers)); |
199 | } |
200 | |
201 | if (num_controllers > 0) { |
202 | gamecontroller = gamecontrollers[0]; |
203 | } else { |
204 | gamecontroller = NULL; |
205 | } |
206 | UpdateWindowTitle(); |
207 | } |
208 | |
209 | static SDL_Texture * |
210 | LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) |
211 | { |
212 | SDL_Surface *temp = NULL; |
213 | SDL_Texture *texture = NULL; |
214 | |
215 | temp = SDL_LoadBMP(file); |
216 | if (temp == NULL) { |
217 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s" , file, SDL_GetError()); |
218 | } else { |
219 | /* Set transparent pixel as the pixel at (0,0) */ |
220 | if (transparent) { |
221 | if (temp->format->BytesPerPixel == 1) { |
222 | SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels); |
223 | } |
224 | } |
225 | |
226 | texture = SDL_CreateTextureFromSurface(renderer, temp); |
227 | if (!texture) { |
228 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n" , SDL_GetError()); |
229 | } |
230 | } |
231 | if (temp) { |
232 | SDL_FreeSurface(temp); |
233 | } |
234 | return texture; |
235 | } |
236 | |
237 | static Uint16 ConvertAxisToRumble(Sint16 axis) |
238 | { |
239 | /* Only start rumbling if the axis is past the halfway point */ |
240 | const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f); |
241 | if (axis > half_axis) { |
242 | return (Uint16)(axis - half_axis) * 4; |
243 | } else { |
244 | return 0; |
245 | } |
246 | } |
247 | |
248 | void |
249 | loop(void *arg) |
250 | { |
251 | SDL_Event event; |
252 | int i; |
253 | SDL_bool showing_front = SDL_TRUE; |
254 | |
255 | while (SDL_PollEvent(&event)) { |
256 | switch (event.type) { |
257 | case SDL_CONTROLLERDEVICEADDED: |
258 | SDL_Log("Game controller device %d added.\n" , (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which)); |
259 | AddController(event.cdevice.which, SDL_TRUE); |
260 | break; |
261 | |
262 | case SDL_CONTROLLERDEVICEREMOVED: |
263 | SDL_Log("Game controller device %d removed.\n" , (int) event.cdevice.which); |
264 | DelController(event.cdevice.which); |
265 | break; |
266 | |
267 | case SDL_CONTROLLERTOUCHPADDOWN: |
268 | case SDL_CONTROLLERTOUCHPADMOTION: |
269 | case SDL_CONTROLLERTOUCHPADUP: |
270 | SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n" , |
271 | event.ctouchpad.which, |
272 | event.ctouchpad.touchpad, |
273 | event.ctouchpad.finger, |
274 | (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" : |
275 | (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" : |
276 | "moved to" )), |
277 | event.ctouchpad.x, |
278 | event.ctouchpad.y, |
279 | event.ctouchpad.pressure); |
280 | break; |
281 | |
282 | case SDL_CONTROLLERSENSORUPDATE: |
283 | SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n" , |
284 | event.csensor.which, |
285 | event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" : |
286 | event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown" , |
287 | event.csensor.data[0], |
288 | event.csensor.data[1], |
289 | event.csensor.data[2]); |
290 | break; |
291 | |
292 | case SDL_CONTROLLERAXISMOTION: |
293 | if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) { |
294 | SetController(event.caxis.which); |
295 | } |
296 | SDL_Log("Controller %d axis %s changed to %d\n" , event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); |
297 | break; |
298 | |
299 | case SDL_CONTROLLERBUTTONDOWN: |
300 | case SDL_CONTROLLERBUTTONUP: |
301 | if (event.type == SDL_CONTROLLERBUTTONDOWN) { |
302 | SetController(event.cbutton.which); |
303 | } |
304 | SDL_Log("Controller %d button %s %s\n" , event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released" ); |
305 | break; |
306 | |
307 | case SDL_KEYDOWN: |
308 | if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) { |
309 | if (gamecontroller) { |
310 | int player_index = (event.key.keysym.sym - SDLK_0); |
311 | |
312 | SDL_GameControllerSetPlayerIndex(gamecontroller, player_index); |
313 | } |
314 | break; |
315 | } |
316 | if (event.key.keysym.sym != SDLK_ESCAPE) { |
317 | break; |
318 | } |
319 | /* Fall through to signal quit */ |
320 | case SDL_QUIT: |
321 | done = SDL_TRUE; |
322 | break; |
323 | default: |
324 | break; |
325 | } |
326 | } |
327 | |
328 | if (gamecontroller) { |
329 | /* Show the back of the controller if the paddles are being held */ |
330 | for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) { |
331 | if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { |
332 | showing_front = SDL_FALSE; |
333 | break; |
334 | } |
335 | } |
336 | } |
337 | |
338 | /* blank screen, set up for drawing this frame. */ |
339 | SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); |
340 | SDL_RenderClear(screen); |
341 | SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL); |
342 | |
343 | if (gamecontroller) { |
344 | /* Update visual controller state */ |
345 | for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) { |
346 | if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { |
347 | SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4); |
348 | if (on_front == showing_front) { |
349 | const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 }; |
350 | SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE); |
351 | } |
352 | } |
353 | } |
354 | |
355 | if (showing_front) { |
356 | for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) { |
357 | const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */ |
358 | const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i)); |
359 | if (value < -deadzone) { |
360 | const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
361 | const double angle = axis_positions[i].angle; |
362 | SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
363 | } else if (value > deadzone) { |
364 | const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
365 | const double angle = axis_positions[i].angle + 180.0; |
366 | SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
367 | } |
368 | } |
369 | } |
370 | |
371 | /* Update LED based on left thumbstick position */ |
372 | { |
373 | Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX); |
374 | Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY); |
375 | |
376 | if (!set_LED) { |
377 | set_LED = (x < -8000 || x > 8000 || y > 8000); |
378 | } |
379 | if (set_LED) { |
380 | Uint8 r, g, b; |
381 | |
382 | if (x < 0) { |
383 | r = (Uint8)(((int)(~x) * 255) / 32767); |
384 | b = 0; |
385 | } else { |
386 | r = 0; |
387 | b = (Uint8)(((int)(x) * 255) / 32767); |
388 | } |
389 | if (y > 0) { |
390 | g = (Uint8)(((int)(y) * 255) / 32767); |
391 | } else { |
392 | g = 0; |
393 | } |
394 | |
395 | SDL_GameControllerSetLED(gamecontroller, r, g, b); |
396 | } |
397 | } |
398 | |
399 | /* Update rumble based on trigger state */ |
400 | { |
401 | Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT); |
402 | Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT); |
403 | Uint16 low_frequency_rumble = ConvertAxisToRumble(left); |
404 | Uint16 high_frequency_rumble = ConvertAxisToRumble(right); |
405 | SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250); |
406 | } |
407 | |
408 | /* Update trigger rumble based on thumbstick state */ |
409 | { |
410 | Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY); |
411 | Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY); |
412 | Uint16 left_rumble = ConvertAxisToRumble(~left); |
413 | Uint16 right_rumble = ConvertAxisToRumble(~right); |
414 | |
415 | SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250); |
416 | } |
417 | } |
418 | |
419 | SDL_RenderPresent(screen); |
420 | |
421 | #ifdef __EMSCRIPTEN__ |
422 | if (done) { |
423 | emscripten_cancel_main_loop(); |
424 | } |
425 | #endif |
426 | } |
427 | |
428 | int |
429 | main(int argc, char *argv[]) |
430 | { |
431 | int i; |
432 | int controller_count = 0; |
433 | int controller_index = 0; |
434 | char guid[64]; |
435 | |
436 | SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0" ); |
437 | SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1" ); |
438 | SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1" ); |
439 | SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1" ); |
440 | |
441 | /* Enable standard application logging */ |
442 | SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
443 | |
444 | /* Initialize SDL (Note: video is required to start event loop) */ |
445 | if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) { |
446 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n" , SDL_GetError()); |
447 | return 1; |
448 | } |
449 | |
450 | SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt" ); |
451 | |
452 | /* Print information about the mappings */ |
453 | if (argv[1] && SDL_strcmp(argv[1], "--mappings" ) == 0) { |
454 | SDL_Log("Supported mappings:\n" ); |
455 | for (i = 0; i < SDL_GameControllerNumMappings(); ++i) { |
456 | char *mapping = SDL_GameControllerMappingForIndex(i); |
457 | if (mapping) { |
458 | SDL_Log("\t%s\n" , mapping); |
459 | SDL_free(mapping); |
460 | } |
461 | } |
462 | SDL_Log("\n" ); |
463 | } |
464 | |
465 | /* Print information about the controller */ |
466 | for (i = 0; i < SDL_NumJoysticks(); ++i) { |
467 | const char *name; |
468 | const char *description; |
469 | |
470 | SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), |
471 | guid, sizeof (guid)); |
472 | |
473 | if (SDL_IsGameController(i)) { |
474 | controller_count++; |
475 | name = SDL_GameControllerNameForIndex(i); |
476 | switch (SDL_GameControllerTypeForIndex(i)) { |
477 | case SDL_CONTROLLER_TYPE_XBOX360: |
478 | description = "XBox 360 Controller" ; |
479 | break; |
480 | case SDL_CONTROLLER_TYPE_XBOXONE: |
481 | description = "XBox One Controller" ; |
482 | break; |
483 | case SDL_CONTROLLER_TYPE_PS3: |
484 | description = "PS3 Controller" ; |
485 | break; |
486 | case SDL_CONTROLLER_TYPE_PS4: |
487 | description = "PS4 Controller" ; |
488 | break; |
489 | case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO: |
490 | description = "Nintendo Switch Pro Controller" ; |
491 | break; |
492 | case SDL_CONTROLLER_TYPE_VIRTUAL: |
493 | description = "Virtual Game Controller" ; |
494 | break; |
495 | default: |
496 | description = "Game Controller" ; |
497 | break; |
498 | } |
499 | AddController(i, SDL_FALSE); |
500 | } else { |
501 | name = SDL_JoystickNameForIndex(i); |
502 | description = "Joystick" ; |
503 | } |
504 | SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n" , |
505 | description, i, name ? name : "Unknown" , guid, |
506 | SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i)); |
507 | } |
508 | SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n" , controller_count, SDL_NumJoysticks()); |
509 | |
510 | /* Create a window to display controller state */ |
511 | window = SDL_CreateWindow("Game Controller Test" , SDL_WINDOWPOS_CENTERED, |
512 | SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, |
513 | SCREEN_HEIGHT, 0); |
514 | if (window == NULL) { |
515 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n" , SDL_GetError()); |
516 | return 2; |
517 | } |
518 | |
519 | screen = SDL_CreateRenderer(window, -1, 0); |
520 | if (screen == NULL) { |
521 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n" , SDL_GetError()); |
522 | SDL_DestroyWindow(window); |
523 | return 2; |
524 | } |
525 | |
526 | SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); |
527 | SDL_RenderClear(screen); |
528 | SDL_RenderPresent(screen); |
529 | |
530 | /* scale for platforms that don't give you the window size you asked for. */ |
531 | SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT); |
532 | |
533 | background_front = LoadTexture(screen, "controllermap.bmp" , SDL_FALSE); |
534 | background_back = LoadTexture(screen, "controllermap_back.bmp" , SDL_FALSE); |
535 | button = LoadTexture(screen, "button.bmp" , SDL_TRUE); |
536 | axis = LoadTexture(screen, "axis.bmp" , SDL_TRUE); |
537 | |
538 | if (!background_front || !background_back || !button || !axis) { |
539 | SDL_DestroyRenderer(screen); |
540 | SDL_DestroyWindow(window); |
541 | return 2; |
542 | } |
543 | SDL_SetTextureColorMod(button, 10, 255, 21); |
544 | SDL_SetTextureColorMod(axis, 10, 255, 21); |
545 | |
546 | /* !!! FIXME: */ |
547 | /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/ |
548 | |
549 | if (argv[1] && *argv[1] != '-') { |
550 | controller_index = SDL_atoi(argv[1]); |
551 | } |
552 | if (controller_index < num_controllers) { |
553 | gamecontroller = gamecontrollers[controller_index]; |
554 | } else { |
555 | gamecontroller = NULL; |
556 | } |
557 | UpdateWindowTitle(); |
558 | |
559 | /* Loop, getting controller events! */ |
560 | #ifdef __EMSCRIPTEN__ |
561 | emscripten_set_main_loop_arg(loop, NULL, 0, 1); |
562 | #else |
563 | while (!done) { |
564 | loop(NULL); |
565 | } |
566 | #endif |
567 | |
568 | SDL_DestroyRenderer(screen); |
569 | SDL_DestroyWindow(window); |
570 | SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); |
571 | |
572 | return 0; |
573 | } |
574 | |
575 | #else |
576 | |
577 | int |
578 | main(int argc, char *argv[]) |
579 | { |
580 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n" ); |
581 | return 1; |
582 | } |
583 | |
584 | #endif |
585 | |
586 | /* vi: set ts=4 sw=4 expandtab: */ |
587 | |