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+/*
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+ * This example code looks for the current gamepad state once per frame,
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+ * and draws a visual representation of it. See 01-joystick-polling for the
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+ * equivalent example code for the lower-level joystick API.
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+ *
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+ * This code is public domain. Feel free to use it for any purpose!
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+ */
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+
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+/* Joysticks are low-level interfaces: there's something with a bunch of
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+ buttons, axes and hats, in no understood order or position. This is
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+ a flexible interface, but you'll need to build some sort of configuration
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+ UI to let people tell you what button, etc, does what. On top of this
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+ interface, SDL offers the "gamepad" API, which works with lots of devices,
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+ and knows how to map arbitrary buttons and such to look like an
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+ Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
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+ but isn't necessarily a good fit for complex apps and hardware. A flight
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+ simulator, a realistic racing game, etc, might want the joystick interface
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+ instead of gamepads. */
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+
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+/* SDL can handle multiple gamepads, but for simplicity, this program only
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+ deals with the first gamepad it sees. */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static SDL_Texture *texture = NULL;
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+static SDL_Gamepad *gamepad = NULL;
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+
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+#define WINDOW_WIDTH 640
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+#define WINDOW_HEIGHT 480
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+
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+/* This function runs once at startup. */
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+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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+{
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+ char *bmp_path = NULL;
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+ SDL_Surface *surface = NULL;
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+
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+ SDL_SetAppMetadata("Example Input Gamepad Polling", "1.0", "com.example.input-gamepad-polling");
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+
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+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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+ SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-polling", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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+ SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_STRETCH)) {
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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+ engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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+ times) with data from a bitmap file. */
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+
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+ /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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+ Load a .bmp into a surface, move it to a texture from there. */
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+ SDL_asprintf(&bmp_path, "%sgamepad_front.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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+ surface = SDL_LoadBMP(bmp_path);
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+ if (!surface) {
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+ SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_free(bmp_path); /* done with this, the file is loaded. */
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+
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+ texture = SDL_CreateTextureFromSurface(renderer, surface);
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+ if (!texture) {
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+ SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ } else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
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+ /* this event is sent for each hotplugged gamepad, but also each already-connected gamepad during SDL_Init(). */
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+ if (gamepad == NULL) { /* we don't have a stick yet and one was added, open it! */
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+ gamepad = SDL_OpenGamepad(event->gdevice.which);
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+ if (!gamepad) {
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+ SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
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+ }
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+ }
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+ } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
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+ if (gamepad && (SDL_GetGamepadID(gamepad) == event->gdevice.which)) {
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+ SDL_CloseGamepad(gamepad); /* our controller was unplugged. */
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+ gamepad = NULL;
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+ }
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ const char *text = "Plug in a gamepad, please.";
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+ static Uint64 leftthumblast = 0xFFFFFFFF;
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+ static Uint64 rightthumblast = 0xFFFFFFFF;
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+ const Uint64 now = SDL_GetTicks();
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+ Sint16 axis_x, axis_y;
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+ float x, y;
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+ int i;
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+
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+ if (gamepad) { /* we have a stick opened? */
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+ text = SDL_GetGamepadName(gamepad);
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); /* white */
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+ SDL_RenderClear(renderer);
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+
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+ /* note that you can get input as events, instead of polling, which is
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+ better since it won't miss button presses if the system is lagging,
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+ but often times checking the current state per-frame is good enough,
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+ and maybe better if you'd rather _drop_ inputs due to lag. */
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+
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+ if (gamepad) { /* we have a stick opened? */
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+ /* where to draw the buttons */
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+ const SDL_FRect buttons[] = {
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+ { 497, 266, 38, 38 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
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+ { 550, 217, 38, 38 }, /* SDL_GAMEPAD_BUTTON_EAST */
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+ { 445, 221, 38, 38 }, /* SDL_GAMEPAD_BUTTON_WEST */
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+ { 499, 173, 38, 38 }, /* SDL_GAMEPAD_BUTTON_NORTH */
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+ { 235, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_BACK */
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+ { 287, 195, 69, 69 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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+ { 377, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_START */
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+ { 91, 234, 63, 63 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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+ { 381, 354, 63, 63 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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+ { 74, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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+ { 468, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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+ { 207, 316, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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+ { 207, 384, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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+ { 173, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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+ { 242, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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+ { 310, 286, 23, 27 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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+ /* there are other buttons: paddles on the back of the gamepad, touchpads, etc, but this is good enough for now. */
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+ };
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+
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+ SDL_RenderTexture(renderer, texture, NULL, NULL); /* draw the gamepad picture to the whole window. */
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+
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+ /* draw green boxes over buttons that are currently pressed. */
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); /* green */
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+ for (i = 0; i < SDL_arraysize(buttons); i++) {
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+ if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton) i)) {
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+ SDL_RenderFillRect(renderer, &buttons[i]);
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+ }
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); /* yellow */
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+
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+ /* left thumb axis. */
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+ axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
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+ axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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+ if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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+ leftthumblast = now; /* keep drawing, we're still moving. */
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+ }
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+ if ((now - leftthumblast) < 500) { /* draw if there was movement in the last half-second. */
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+ const SDL_FRect box = { 107 + ((axis_x / 32767.0f) * 30.0f), 252 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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+ SDL_RenderFillRect(renderer, &box);
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+ }
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+
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+ /* right thumb axis. */
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+ axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
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+ axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
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+ if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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+ rightthumblast = now; /* keep drawing, we're still moving. */
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+ }
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+ if ((now - rightthumblast) < 500) { /* draw if there was movement in the last half-second. */
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+ const SDL_FRect box = { 397 + ((axis_x / 32767.0f) * 30.0f), 370 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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+ SDL_RenderFillRect(renderer, &box);
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+ }
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+
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+ /* left trigger. */
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+ axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
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+ if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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+ const float height = ((axis_y / 32767.0f) * 65.0f);
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+ const SDL_FRect box = { 127, 1 + (65.0f - height), 37, height };
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+ SDL_RenderFillRect(renderer, &box);
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+ }
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+
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+ /* right trigger. */
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+ axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
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+ if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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+ const float height = ((axis_y / 32767.0f) * 65.0f);
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+ const SDL_FRect box = { 481, 1 + (65.0f - height), 37, height };
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+ SDL_RenderFillRect(renderer, &box);
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+ }
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+ }
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+
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+ x = (((float) WINDOW_WIDTH) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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+ if (gamepad) {
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+ y = (float) (WINDOW_HEIGHT - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2));
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+ } else {
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+ y = (((float) WINDOW_HEIGHT) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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+ }
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); /* blue */
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+ SDL_RenderDebugText(renderer, x, y, text);
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+ SDL_RenderPresent(renderer);
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate, SDL_AppResult result)
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+{
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+ SDL_DestroyTexture(texture);
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+ SDL_CloseGamepad(gamepad);
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+ /* SDL will clean up the window/renderer for us. */
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+}
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