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Add SDL2 sources
This commit is contained in:
789
SDL2-2.0.12/test/controllermap.c
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789
SDL2-2.0.12/test/controllermap.c
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/*
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Game controller mapping generator */
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/* Gabriel Jacobo <gabomdq@gmail.com> */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#ifndef SDL_JOYSTICK_DISABLED
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/* Define this for verbose output while mapping controllers */
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#define DEBUG_CONTROLLERMAP
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 320
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#endif
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#define MARKER_BUTTON 1
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#define MARKER_AXIS 2
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enum
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{
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SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_BINDING_AXIS_MAX,
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};
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#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
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static struct
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{
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int x, y;
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double angle;
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int marker;
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} s_arrBindingDisplay[BINDING_COUNT] = {
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{ 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */
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{ 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */
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{ 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */
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{ 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */
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{ 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */
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{ 233, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{ 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */
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{ 75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{ 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{ 77, 40, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{ 396, 36, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{ 154, 188, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{ 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{ 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{ 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{ 74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */
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{ 74, 153, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */
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{ 74, 153, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */
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{ 74, 153, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE */
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{ 306, 231, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE */
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{ 306, 231, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE */
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{ 306, 231, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE */
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{ 306, 231, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE */
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{ 91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */
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{ 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */
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};
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static int s_arrBindingOrder[BINDING_COUNT] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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};
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typedef struct
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{
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SDL_GameControllerBindType bindType;
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union
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{
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int button;
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struct {
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int axis;
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int axis_min;
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int axis_max;
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} axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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SDL_bool committed;
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} SDL_GameControllerExtendedBind;
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static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
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typedef struct
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{
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SDL_bool m_bMoving;
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int m_nLastValue;
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int m_nStartingValue;
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int m_nFarthestValue;
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} AxisState;
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static int s_nNumAxes;
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static AxisState *s_arrAxisState;
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static int s_iCurrentBinding;
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static Uint32 s_unPendingAdvanceTime;
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static SDL_bool s_bBindingComplete;
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return NULL;
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}
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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}
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}
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/* Create textures from the image */
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return NULL;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return texture;
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}
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static int
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StandardizeAxisValue(int nValue)
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{
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if (nValue > SDL_JOYSTICK_AXIS_MAX/2) {
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return SDL_JOYSTICK_AXIS_MAX;
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} else if (nValue < SDL_JOYSTICK_AXIS_MIN/2) {
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return SDL_JOYSTICK_AXIS_MIN;
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} else {
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return 0;
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}
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}
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static void
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SetCurrentBinding(int iBinding)
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{
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int iIndex;
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SDL_GameControllerExtendedBind *pBinding;
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if (iBinding < 0) {
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return;
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}
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if (iBinding == BINDING_COUNT) {
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s_bBindingComplete = SDL_TRUE;
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return;
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}
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s_iCurrentBinding = iBinding;
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pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
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SDL_zerop(pBinding);
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for (iIndex = 0; iIndex < s_nNumAxes; ++iIndex) {
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s_arrAxisState[iIndex].m_nFarthestValue = s_arrAxisState[iIndex].m_nStartingValue;
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}
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s_unPendingAdvanceTime = 0;
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}
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static SDL_bool
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BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const SDL_GameControllerExtendedBind *pBindingB)
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{
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if (pBindingA->bindType != pBindingB->bindType)
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{
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return SDL_FALSE;
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}
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switch (pBindingA->bindType)
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{
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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if (pBindingA->value.axis.axis != pBindingB->value.axis.axis) {
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return SDL_FALSE;
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}
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if (!pBindingA->committed) {
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return SDL_FALSE;
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}
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{
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int minA = SDL_min(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
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int maxA = SDL_max(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
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int minB = SDL_min(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
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int maxB = SDL_max(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
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return (minA <= minB && maxA >= maxB);
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}
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/* Not reached */
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default:
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return SDL_memcmp(pBindingA, pBindingB, sizeof(*pBindingA)) == 0;
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}
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}
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static void
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ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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{
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SDL_GameControllerExtendedBind *pCurrent;
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int iIndex;
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int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
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/* Do we already have this binding? */
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for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
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pCurrent = &s_arrBindings[iIndex];
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if (BBindingContainsBinding(pCurrent, pBinding)) {
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if (iIndex == SDL_CONTROLLER_BUTTON_A && iCurrentElement != SDL_CONTROLLER_BUTTON_B) {
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/* Skip to the next binding */
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SetCurrentBinding(s_iCurrentBinding + 1);
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return;
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}
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if (iIndex == SDL_CONTROLLER_BUTTON_B) {
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/* Go back to the previous binding */
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SetCurrentBinding(s_iCurrentBinding - 1);
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return;
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}
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/* Already have this binding, ignore it */
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return;
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}
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}
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#ifdef DEBUG_CONTROLLERMAP
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switch ( pBinding->bindType )
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{
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case SDL_CONTROLLER_BINDTYPE_NONE:
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break;
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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SDL_Log("Configuring button binding for button %d\n", pBinding->value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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SDL_Log("Configuring axis binding for axis %d %d/%d committed = %s\n", pBinding->value.axis.axis, pBinding->value.axis.axis_min, pBinding->value.axis.axis_max, pBinding->committed ? "true" : "false");
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break;
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case SDL_CONTROLLER_BINDTYPE_HAT:
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SDL_Log("Configuring hat binding for hat %d %d\n", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
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break;
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}
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#endif /* DEBUG_CONTROLLERMAP */
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/* Should the new binding override the existing one? */
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pCurrent = &s_arrBindings[iCurrentElement];
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if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
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SDL_bool bNativeDPad, bCurrentDPad;
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SDL_bool bNativeAxis, bCurrentAxis;
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bNativeDPad = (iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_UP ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
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if (bNativeDPad && bCurrentDPad) {
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/* We already have a binding of the type we want, ignore the new one */
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return;
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}
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bNativeAxis = (iCurrentElement >= SDL_CONTROLLER_BUTTON_MAX);
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bCurrentAxis = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_AXIS);
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if (bNativeAxis == bCurrentAxis &&
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(pBinding->bindType != SDL_CONTROLLER_BINDTYPE_AXIS ||
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pBinding->value.axis.axis != pCurrent->value.axis.axis)) {
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/* We already have a binding of the type we want, ignore the new one */
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return;
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}
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}
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*pCurrent = *pBinding;
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if (pBinding->committed) {
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s_unPendingAdvanceTime = SDL_GetTicks();
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} else {
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s_unPendingAdvanceTime = 0;
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}
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}
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static SDL_bool
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BMergeAxisBindings(int iIndex)
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{
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SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
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SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex+1];
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if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
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pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
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pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
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if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
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pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
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pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
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pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
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return SDL_TRUE;
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}
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}
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return SDL_FALSE;
|
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}
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static void
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WatchJoystick(SDL_Joystick * joystick)
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{
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_Texture *background, *button, *axis, *marker;
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const char *name = NULL;
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SDL_bool done = SDL_FALSE;
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SDL_Event event;
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SDL_Rect dst;
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Uint8 alpha=200, alpha_step = -1;
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Uint32 alpha_ticks = 0;
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SDL_JoystickID nJoystickID;
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/* Create a window to display joystick axis position */
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window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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return;
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}
|
||||
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||||
screen = SDL_CreateRenderer(window, -1, 0);
|
||||
if (screen == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
|
||||
SDL_DestroyWindow(window);
|
||||
return;
|
||||
}
|
||||
|
||||
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
|
||||
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
|
||||
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
|
||||
SDL_RaiseWindow(window);
|
||||
|
||||
/* scale for platforms that don't give you the window size you asked for. */
|
||||
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
/* Print info about the joystick we are watching */
|
||||
name = SDL_JoystickName(joystick);
|
||||
SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
|
||||
name ? name : "Unknown Joystick");
|
||||
SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
|
||||
SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
|
||||
SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
|
||||
|
||||
SDL_Log("\n\n\
|
||||
====================================================================================\n\
|
||||
Press the buttons on your controller when indicated\n\
|
||||
(Your controller may look different than the picture)\n\
|
||||
If you want to correct a mistake, press backspace or the back button on your device\n\
|
||||
To skip a button, press SPACE or click/touch the screen\n\
|
||||
To exit, press ESC\n\
|
||||
====================================================================================\n");
|
||||
|
||||
nJoystickID = SDL_JoystickInstanceID(joystick);
|
||||
|
||||
s_nNumAxes = SDL_JoystickNumAxes(joystick);
|
||||
s_arrAxisState = (AxisState *)SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
|
||||
|
||||
/* Skip any spurious events at start */
|
||||
while (SDL_PollEvent(&event) > 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Loop, getting joystick events! */
|
||||
while (!done && !s_bBindingComplete) {
|
||||
int iElement = s_arrBindingOrder[s_iCurrentBinding];
|
||||
|
||||
switch (s_arrBindingDisplay[iElement].marker) {
|
||||
case MARKER_AXIS:
|
||||
marker = axis;
|
||||
break;
|
||||
case MARKER_BUTTON:
|
||||
marker = button;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
dst.x = s_arrBindingDisplay[iElement].x;
|
||||
dst.y = s_arrBindingDisplay[iElement].y;
|
||||
SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
|
||||
|
||||
if (SDL_GetTicks() - alpha_ticks > 5) {
|
||||
alpha_ticks = SDL_GetTicks();
|
||||
alpha += alpha_step;
|
||||
if (alpha == 255) {
|
||||
alpha_step = -1;
|
||||
}
|
||||
if (alpha < 128) {
|
||||
alpha_step = 1;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderClear(screen);
|
||||
SDL_RenderCopy(screen, background, NULL, NULL);
|
||||
SDL_SetTextureAlphaMod(marker, alpha);
|
||||
SDL_SetTextureColorMod(marker, 10, 255, 21);
|
||||
SDL_RenderCopyEx(screen, marker, NULL, &dst, s_arrBindingDisplay[iElement].angle, NULL, SDL_FLIP_NONE);
|
||||
SDL_RenderPresent(screen);
|
||||
|
||||
while (SDL_PollEvent(&event) > 0) {
|
||||
switch (event.type) {
|
||||
case SDL_JOYDEVICEREMOVED:
|
||||
if (event.jaxis.which == nJoystickID) {
|
||||
done = SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
case SDL_JOYAXISMOTION:
|
||||
if (event.jaxis.which == nJoystickID) {
|
||||
const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
|
||||
AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
|
||||
int nValue = event.jaxis.value;
|
||||
int nCurrentDistance, nFarthestDistance;
|
||||
if (!pAxisState->m_bMoving) {
|
||||
Sint16 nInitialValue;
|
||||
pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, event.jaxis.axis, &nInitialValue);
|
||||
pAxisState->m_nLastValue = nInitialValue;
|
||||
pAxisState->m_nStartingValue = nInitialValue;
|
||||
pAxisState->m_nFarthestValue = nInitialValue;
|
||||
} else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) {
|
||||
break;
|
||||
} else {
|
||||
pAxisState->m_nLastValue = nValue;
|
||||
}
|
||||
nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
|
||||
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
|
||||
if (nCurrentDistance > nFarthestDistance) {
|
||||
pAxisState->m_nFarthestValue = nValue;
|
||||
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
|
||||
}
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
|
||||
#endif
|
||||
if (nFarthestDistance >= 16000) {
|
||||
/* If we've gone out far enough and started to come back, let's bind this axis */
|
||||
SDL_bool bCommitBinding = (nCurrentDistance <= 10000) ? SDL_TRUE : SDL_FALSE;
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
|
||||
binding.value.axis.axis = event.jaxis.axis;
|
||||
binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
|
||||
binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
|
||||
binding.committed = bCommitBinding;
|
||||
ConfigureBinding(&binding);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_JOYHATMOTION:
|
||||
if (event.jhat.which == nJoystickID) {
|
||||
if (event.jhat.value != SDL_HAT_CENTERED) {
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
SDL_Log("HAT %d %d\n", event.jhat.hat, event.jhat.value);
|
||||
#endif
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
|
||||
binding.value.hat.hat = event.jhat.hat;
|
||||
binding.value.hat.hat_mask = event.jhat.value;
|
||||
binding.committed = SDL_TRUE;
|
||||
ConfigureBinding(&binding);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_JOYBALLMOTION:
|
||||
break;
|
||||
case SDL_JOYBUTTONDOWN:
|
||||
if (event.jbutton.which == nJoystickID) {
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
SDL_Log("BUTTON %d\n", event.jbutton.button);
|
||||
#endif
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
|
||||
binding.value.button = event.jbutton.button;
|
||||
binding.committed = SDL_TRUE;
|
||||
ConfigureBinding(&binding);
|
||||
}
|
||||
break;
|
||||
case SDL_FINGERDOWN:
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
/* Skip this step */
|
||||
SetCurrentBinding(s_iCurrentBinding + 1);
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
|
||||
SetCurrentBinding(s_iCurrentBinding - 1);
|
||||
break;
|
||||
}
|
||||
if (event.key.keysym.sym == SDLK_SPACE) {
|
||||
SetCurrentBinding(s_iCurrentBinding + 1);
|
||||
break;
|
||||
}
|
||||
|
||||
if ((event.key.keysym.sym != SDLK_ESCAPE)) {
|
||||
break;
|
||||
}
|
||||
/* Fall through to signal quit */
|
||||
case SDL_QUIT:
|
||||
done = SDL_TRUE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Delay(15);
|
||||
|
||||
/* Wait 100 ms for joystick events to stop coming in,
|
||||
in case a controller sends multiple events for a single control (e.g. axis and button for trigger)
|
||||
*/
|
||||
if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
|
||||
SetCurrentBinding(s_iCurrentBinding + 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (s_bBindingComplete) {
|
||||
char mapping[1024];
|
||||
char trimmed_name[128];
|
||||
char *spot;
|
||||
int iIndex;
|
||||
char pszElement[12];
|
||||
|
||||
SDL_strlcpy(trimmed_name, name, SDL_arraysize(trimmed_name));
|
||||
while (SDL_isspace(trimmed_name[0])) {
|
||||
SDL_memmove(&trimmed_name[0], &trimmed_name[1], SDL_strlen(trimmed_name));
|
||||
}
|
||||
while (trimmed_name[0] && SDL_isspace(trimmed_name[SDL_strlen(trimmed_name) - 1])) {
|
||||
trimmed_name[SDL_strlen(trimmed_name) - 1] = '\0';
|
||||
}
|
||||
while ((spot = SDL_strchr(trimmed_name, ',')) != NULL) {
|
||||
SDL_memmove(spot, spot + 1, SDL_strlen(spot));
|
||||
}
|
||||
|
||||
/* Initialize mapping with GUID and name */
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), mapping, SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, trimmed_name, SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, "platform:", SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, SDL_GetPlatform(), SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
|
||||
|
||||
for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
|
||||
SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
|
||||
if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (iIndex < SDL_CONTROLLER_BUTTON_MAX) {
|
||||
SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
|
||||
SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
|
||||
} else {
|
||||
const char *pszAxisName;
|
||||
switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
break;
|
||||
}
|
||||
SDL_strlcat(mapping, pszAxisName, SDL_arraysize(mapping));
|
||||
}
|
||||
SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
|
||||
|
||||
pszElement[0] = '\0';
|
||||
switch (pBinding->bindType) {
|
||||
case SDL_CONTROLLER_BINDTYPE_BUTTON:
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDTYPE_AXIS:
|
||||
if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
|
||||
/* The negative half axis */
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "-a%d", pBinding->value.axis.axis);
|
||||
} else if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MAX) {
|
||||
/* The positive half axis */
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "+a%d", pBinding->value.axis.axis);
|
||||
} else {
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis.axis);
|
||||
if (pBinding->value.axis.axis_min > pBinding->value.axis.axis_max) {
|
||||
/* Invert the axis */
|
||||
SDL_strlcat(pszElement, "~", SDL_arraysize(pszElement));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDTYPE_HAT:
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
|
||||
break;
|
||||
default:
|
||||
SDL_assert(!"Unknown bind type");
|
||||
break;
|
||||
}
|
||||
SDL_strlcat(mapping, pszElement, SDL_arraysize(mapping));
|
||||
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
|
||||
}
|
||||
|
||||
SDL_Log("Mapping:\n\n%s\n\n", mapping);
|
||||
/* Print to stdout as well so the user can cat the output somewhere */
|
||||
printf("%s\n", mapping);
|
||||
}
|
||||
|
||||
SDL_free(s_arrAxisState);
|
||||
s_arrAxisState = NULL;
|
||||
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
const char *name;
|
||||
int i;
|
||||
SDL_Joystick *joystick;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize SDL (Note: video is required to start event loop) */
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
||||
exit(1);
|
||||
}
|
||||
|
||||
/* Print information about the joysticks */
|
||||
SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
|
||||
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
||||
name = SDL_JoystickNameForIndex(i);
|
||||
SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
|
||||
joystick = SDL_JoystickOpen(i);
|
||||
if (joystick == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
|
||||
SDL_GetError());
|
||||
} else {
|
||||
char guid[64];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
|
||||
guid, sizeof (guid));
|
||||
SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick));
|
||||
SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick));
|
||||
SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick));
|
||||
SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick));
|
||||
SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
|
||||
SDL_Log(" guid: %s\n", guid);
|
||||
SDL_Log(" VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joystick), SDL_JoystickGetProduct(joystick));
|
||||
SDL_JoystickClose(joystick);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef __ANDROID__
|
||||
if (SDL_NumJoysticks() > 0) {
|
||||
#else
|
||||
if (argv[1]) {
|
||||
#endif
|
||||
int device;
|
||||
#ifdef __ANDROID__
|
||||
device = 0;
|
||||
#else
|
||||
device = atoi(argv[1]);
|
||||
#endif
|
||||
joystick = SDL_JoystickOpen(device);
|
||||
if (joystick == NULL) {
|
||||
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
|
||||
} else {
|
||||
WatchJoystick(joystick);
|
||||
SDL_JoystickClose(joystick);
|
||||
}
|
||||
}
|
||||
else {
|
||||
SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt");
|
||||
}
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
Reference in New Issue
Block a user