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- /*
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_test_font.h>
- #include "gamepadutils.h"
- #include "gamepad_front.h"
- #include "gamepad_back.h"
- #include "gamepad_battery_unknown.h"
- #include "gamepad_battery_empty.h"
- #include "gamepad_battery_low.h"
- #include "gamepad_battery_medium.h"
- #include "gamepad_battery_full.h"
- #include "gamepad_battery_wired.h"
- #include "gamepad_touchpad.h"
- #include "gamepad_button.h"
- #include "gamepad_button_small.h"
- #include "gamepad_axis.h"
- #include "gamepad_axis_arrow.h"
- #include "gamepad_button_background.h"
- /* This is indexed by SDL_GamepadButton. */
- 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 */
- { 199, 157 }, /* SDL_GAMEPAD_BUTTON_BACK */
- { 257, 153 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
- { 314, 157 }, /* SDL_GAMEPAD_BUTTON_START */
- { 100, 179 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
- { 330, 255 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
- { 102, 65 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
- { 421, 61 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
- { 179, 213 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
- { 179, 274 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
- { 141, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
- { 211, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
- { 257, 199 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
- { 157, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
- { 355, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
- { 157, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
- { 355, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
- };
- /* This is indexed by SDL_GamepadAxis. */
- static const struct
- {
- int x;
- int y;
- double angle;
- } axis_positions[] = {
- { 99, 178, 270.0 }, /* LEFTX */
- { 99, 178, 0.0 }, /* LEFTY */
- { 331, 256, 270.0 }, /* RIGHTX */
- { 331, 256, 0.0 }, /* RIGHTY */
- { 116, 5, 0.0 }, /* TRIGGERLEFT */
- { 400, 5, 0.0 }, /* TRIGGERRIGHT */
- };
- static SDL_Rect touchpad_area = {
- 148, 20, 216, 118
- };
- typedef struct
- {
- Uint8 state;
- float x;
- float y;
- float pressure;
- } GamepadTouchpadFinger;
- struct GamepadImage
- {
- SDL_Renderer *renderer;
- SDL_Texture *front_texture;
- SDL_Texture *back_texture;
- SDL_Texture *battery_texture[1 + SDL_JOYSTICK_POWER_MAX];
- SDL_Texture *touchpad_texture;
- SDL_Texture *button_texture;
- SDL_Texture *axis_texture;
- int gamepad_width;
- int gamepad_height;
- int battery_width;
- int battery_height;
- int touchpad_width;
- int touchpad_height;
- int button_width;
- int button_height;
- int axis_width;
- int axis_height;
- int x;
- int y;
- SDL_bool showing_front;
- SDL_bool showing_battery;
- SDL_bool showing_touchpad;
- SDL_bool buttons[SDL_GAMEPAD_BUTTON_MAX];
- int axes[SDL_GAMEPAD_AXIS_MAX];
- SDL_JoystickPowerLevel battery_level;
- int num_fingers;
- GamepadTouchpadFinger *fingers;
- };
- static SDL_Texture *CreateTexture(SDL_Renderer *renderer, unsigned char *data, unsigned int len)
- {
- SDL_Texture *texture = NULL;
- SDL_Surface *surface;
- SDL_RWops *src = SDL_RWFromConstMem(data, len);
- if (src) {
- surface = SDL_LoadBMP_RW(src, SDL_TRUE);
- if (surface) {
- texture = SDL_CreateTextureFromSurface(renderer, surface);
- SDL_DestroySurface(surface);
- }
- }
- return texture;
- }
- GamepadImage *CreateGamepadImage(SDL_Renderer *renderer)
- {
- GamepadImage *ctx = SDL_calloc(1, sizeof(*ctx));
- if (ctx) {
- ctx->renderer = renderer;
- ctx->front_texture = CreateTexture(renderer, gamepad_front_bmp, gamepad_front_bmp_len);
- ctx->back_texture = CreateTexture(renderer, gamepad_back_bmp, gamepad_back_bmp_len);
- SDL_QueryTexture(ctx->front_texture, NULL, NULL, &ctx->gamepad_width, &ctx->gamepad_height);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_UNKNOWN] = CreateTexture(renderer, gamepad_battery_unknown_bmp, gamepad_battery_unknown_bmp_len);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_EMPTY] = CreateTexture(renderer, gamepad_battery_empty_bmp, gamepad_battery_empty_bmp_len);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_LOW] = CreateTexture(renderer, gamepad_battery_low_bmp, gamepad_battery_low_bmp_len);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_MEDIUM] = CreateTexture(renderer, gamepad_battery_medium_bmp, gamepad_battery_medium_bmp_len);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_FULL] = CreateTexture(renderer, gamepad_battery_full_bmp, gamepad_battery_full_bmp_len);
- ctx->battery_texture[1 + SDL_JOYSTICK_POWER_WIRED] = CreateTexture(renderer, gamepad_battery_wired_bmp, gamepad_battery_wired_bmp_len);
- SDL_QueryTexture(ctx->battery_texture[1 + SDL_JOYSTICK_POWER_UNKNOWN], NULL, NULL, &ctx->battery_width, &ctx->battery_height);
- ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_bmp, gamepad_touchpad_bmp_len);
- SDL_QueryTexture(ctx->touchpad_texture, NULL, NULL, &ctx->touchpad_width, &ctx->touchpad_height);
- ctx->button_texture = CreateTexture(renderer, gamepad_button_bmp, gamepad_button_bmp_len);
- SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- ctx->axis_texture = CreateTexture(renderer, gamepad_axis_bmp, gamepad_axis_bmp_len);
- SDL_QueryTexture(ctx->axis_texture, NULL, NULL, &ctx->axis_width, &ctx->axis_height);
- SDL_SetTextureColorMod(ctx->axis_texture, 10, 255, 21);
- ctx->showing_front = SDL_TRUE;
- }
- return ctx;
- }
- void SetGamepadImagePosition(GamepadImage *ctx, int x, int y)
- {
- if (!ctx) {
- return;
- }
- ctx->x = x;
- ctx->y = y;
- }
- void SetGamepadImageShowingFront(GamepadImage *ctx, SDL_bool showing_front)
- {
- if (!ctx) {
- return;
- }
- ctx->showing_front = showing_front;
- }
- void SetGamepadImageShowingBattery(GamepadImage *ctx, SDL_bool showing_battery)
- {
- if (!ctx) {
- return;
- }
- ctx->showing_battery = showing_battery;
- }
- void SetGamepadImageShowingTouchpad(GamepadImage *ctx, SDL_bool showing_touchpad)
- {
- if (!ctx) {
- return;
- }
- ctx->showing_touchpad = showing_touchpad;
- }
- void GetGamepadImageArea(GamepadImage *ctx, int *x, int *y, int *width, int *height)
- {
- if (!ctx) {
- if (x) {
- *x = 0;
- }
- if (y) {
- *y = 0;
- }
- if (width) {
- *width = 0;
- }
- if (height) {
- *height = 0;
- }
- return;
- }
- if (x) {
- *x = ctx->x;
- }
- if (y) {
- *y = ctx->y;
- }
- if (width) {
- *width = ctx->gamepad_width;
- }
- if (height) {
- *height = ctx->gamepad_height;
- if (ctx->showing_touchpad) {
- *height += ctx->touchpad_height;
- }
- }
- }
- int GetGamepadImageButtonWidth(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->button_width;
- }
- int GetGamepadImageButtonHeight(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->button_height;
- }
- int GetGamepadImageAxisWidth(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->axis_width;
- }
- int GetGamepadImageAxisHeight(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->axis_height;
- }
- SDL_GamepadButton GetGamepadImageButtonAt(GamepadImage *ctx, float x, float y)
- {
- SDL_FPoint point;
- int i;
- if (!ctx) {
- return SDL_GAMEPAD_BUTTON_INVALID;
- }
- point.x = x;
- point.y = y;
- for (i = 0; i < SDL_arraysize(button_positions); ++i) {
- SDL_bool on_front = SDL_TRUE;
- if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
- on_front = SDL_FALSE;
- }
- if (on_front == ctx->showing_front) {
- SDL_FRect rect;
- rect.x = (float)ctx->x + button_positions[i].x - ctx->button_width / 2;
- rect.y = (float)ctx->y + button_positions[i].y - ctx->button_height / 2;
- rect.w = (float)ctx->button_width;
- rect.h = (float)ctx->button_height;
- if (SDL_PointInRectFloat(&point, &rect)) {
- return (SDL_GamepadButton)i;
- }
- }
- }
- return SDL_GAMEPAD_BUTTON_INVALID;
- }
- SDL_GamepadAxis GetGamepadImageAxisAt(GamepadImage *ctx, float x, float y)
- {
- SDL_FPoint point;
- int i;
- if (!ctx) {
- return SDL_GAMEPAD_AXIS_INVALID;
- }
- point.x = x;
- point.y = y;
- if (ctx->showing_front) {
- for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
- SDL_FRect rect;
- rect.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
- rect.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
- rect.w = (float)ctx->axis_width;
- rect.h = (float)ctx->axis_height;
- if (SDL_PointInRectFloat(&point, &rect)) {
- return (SDL_GamepadAxis)i;
- }
- }
- }
- return SDL_GAMEPAD_AXIS_INVALID;
- }
- void ClearGamepadImage(GamepadImage *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_zeroa(ctx->buttons);
- SDL_zeroa(ctx->axes);
- }
- void SetGamepadImageButton(GamepadImage *ctx, SDL_GamepadButton button, SDL_bool active)
- {
- if (!ctx) {
- return;
- }
- ctx->buttons[button] = active;
- }
- void SetGamepadImageAxis(GamepadImage *ctx, SDL_GamepadAxis axis, int direction)
- {
- if (!ctx) {
- return;
- }
- ctx->axes[axis] = direction;
- }
- void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
- {
- int i;
- if (!ctx) {
- return;
- }
- for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
- const SDL_GamepadButton button = (SDL_GamepadButton)i;
- if (SDL_GetGamepadButton(gamepad, button) == SDL_PRESSED) {
- SetGamepadImageButton(ctx, button, SDL_TRUE);
- } else {
- SetGamepadImageButton(ctx, button, SDL_FALSE);
- }
- }
- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
- const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
- const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
- const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
- if (value < -deadzone) {
- SetGamepadImageAxis(ctx, axis, -1);
- } else if (value > deadzone) {
- SetGamepadImageAxis(ctx, axis, 1);
- } else {
- SetGamepadImageAxis(ctx, axis, 0);
- }
- }
- ctx->battery_level = SDL_GetGamepadPowerLevel(gamepad);
- if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
- int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
- if (num_fingers != ctx->num_fingers) {
- GamepadTouchpadFinger *fingers = (GamepadTouchpadFinger *)SDL_realloc(ctx->fingers, num_fingers * sizeof(*fingers));
- if (fingers) {
- ctx->fingers = fingers;
- ctx->num_fingers = num_fingers;
- } else {
- num_fingers = SDL_min(ctx->num_fingers, num_fingers);
- }
- }
- for (i = 0; i < num_fingers; ++i) {
- GamepadTouchpadFinger *finger = &ctx->fingers[i];
- SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &finger->state, &finger->x, &finger->y, &finger->pressure);
- }
- }
- }
- void RenderGamepadImage(GamepadImage *ctx)
- {
- SDL_FRect dst;
- int i;
- if (!ctx) {
- return;
- }
- dst.x = (float)ctx->x;
- dst.y = (float)ctx->y;
- dst.w = (float)ctx->gamepad_width;
- dst.h = (float)ctx->gamepad_height;
- if (ctx->showing_front) {
- SDL_RenderTexture(ctx->renderer, ctx->front_texture, NULL, &dst);
- } else {
- SDL_RenderTexture(ctx->renderer, ctx->back_texture, NULL, &dst);
- }
- for (i = 0; i < SDL_arraysize(button_positions); ++i) {
- if (ctx->buttons[i]) {
- SDL_bool on_front = SDL_TRUE;
- if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
- 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.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- }
- }
- }
- if (ctx->showing_front) {
- for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
- if (ctx->axes[i] < 0) {
- const double angle = axis_positions[i].angle;
- dst.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
- dst.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
- dst.w = (float)ctx->axis_width;
- dst.h = (float)ctx->axis_height;
- SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
- } else if (ctx->axes[i] > 0) {
- const double angle = axis_positions[i].angle + 180.0;
- dst.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
- dst.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
- dst.w = (float)ctx->axis_width;
- dst.h = (float)ctx->axis_height;
- SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
- }
- }
- }
- if (ctx->showing_battery) {
- dst.x = (float)ctx->x + ctx->gamepad_width - ctx->battery_width;
- dst.y = (float)ctx->y;
- dst.w = (float)ctx->battery_width;
- dst.h = (float)ctx->battery_height;
- SDL_RenderTexture(ctx->renderer, ctx->battery_texture[1 + ctx->battery_level], NULL, &dst);
- }
- if (ctx->showing_touchpad) {
- dst.x = (float)ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
- dst.y = (float)ctx->y + ctx->gamepad_height;
- dst.w = (float)ctx->touchpad_width;
- dst.h = (float)ctx->touchpad_height;
- SDL_RenderTexture(ctx->renderer, ctx->touchpad_texture, NULL, &dst);
- for (i = 0; i < ctx->num_fingers; ++i) {
- GamepadTouchpadFinger *finger = &ctx->fingers[i];
- if (finger->state) {
- dst.x = (float)ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
- dst.x += touchpad_area.x + finger->x * touchpad_area.w;
- dst.x -= ctx->button_width / 2;
- dst.y = (float)ctx->y + ctx->gamepad_height;
- dst.y += touchpad_area.y + finger->y * touchpad_area.h;
- dst.y -= ctx->button_height / 2;
- dst.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_SetTextureAlphaMod(ctx->button_texture, (Uint8)(finger->pressure * SDL_ALPHA_OPAQUE));
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- SDL_SetTextureAlphaMod(ctx->button_texture, SDL_ALPHA_OPAQUE);
- }
- }
- }
- }
- void DestroyGamepadImage(GamepadImage *ctx)
- {
- if (ctx) {
- int i;
- SDL_DestroyTexture(ctx->front_texture);
- SDL_DestroyTexture(ctx->back_texture);
- for (i = 0; i < SDL_arraysize(ctx->battery_texture); ++i) {
- SDL_DestroyTexture(ctx->battery_texture[i]);
- }
- SDL_DestroyTexture(ctx->touchpad_texture);
- SDL_DestroyTexture(ctx->button_texture);
- SDL_DestroyTexture(ctx->axis_texture);
- SDL_free(ctx);
- }
- }
- static const char *gamepad_button_names[] = {
- "A",
- "B",
- "X",
- "Y",
- "Back",
- "Guide",
- "Start",
- "Left Stick",
- "Right Stick",
- "Left Shoulder",
- "Right Shoulder",
- "DPAD Up",
- "DPAD Down",
- "DPAD Left",
- "DPAD Right",
- "Misc1",
- "Paddle1",
- "Paddle2",
- "Paddle3",
- "Paddle4",
- "Touchpad",
- };
- SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
- static const char *gamepad_axis_names[] = {
- "LeftX",
- "RightX",
- "RightX",
- "RightY",
- "Left Trigger",
- "Right Trigger",
- };
- SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_MAX);
- struct GamepadDisplay
- {
- SDL_Renderer *renderer;
- SDL_Texture *button_texture;
- SDL_Texture *arrow_texture;
- int button_width;
- int button_height;
- int arrow_width;
- int arrow_height;
- float accel_data[3];
- float gyro_data[3];
- Uint64 last_sensor_update;
- SDL_Rect area;
- };
- GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer)
- {
- GamepadDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
- if (ctx) {
- ctx->renderer = renderer;
- ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
- SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
- ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
- SDL_QueryTexture(ctx->arrow_texture, NULL, NULL, &ctx->arrow_width, &ctx->arrow_height);
- }
- return ctx;
- }
- void SetGamepadDisplayArea(GamepadDisplay *ctx, int x, int y, int w, int h)
- {
- if (!ctx) {
- return;
- }
- ctx->area.x = x;
- ctx->area.y = y;
- ctx->area.w = w;
- ctx->area.h = h;
- }
- void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
- {
- float x, y;
- int i;
- char text[128];
- const float margin = 8.0f;
- const float center = ctx->area.w / 2.0f;
- const float arrow_extent = 48.0f;
- SDL_FRect dst, rect;
- Uint8 r, g, b, a;
- SDL_bool has_accel;
- SDL_bool has_gyro;
- if (!ctx) {
- return;
- }
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- x = ctx->area.x + margin;
- y = ctx->area.y + margin;
- for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
- if (SDL_GamepadHasButton(gamepad, (SDL_GamepadButton)i)) {
- SDL_snprintf(text, sizeof(text), "%s:", gamepad_button_names[i]);
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i)) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x = x + center + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- dst.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- y += ctx->button_height + 2.0f;
- }
- }
- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
- if (SDL_GamepadHasAxis(gamepad, (SDL_GamepadAxis)i)) {
- SDL_bool has_negative = (i != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && i != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
- Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)i);
- SDL_snprintf(text, sizeof(text), "%s:", gamepad_axis_names[i]);
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- dst.x = x + center + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
- dst.w = (float)ctx->arrow_width;
- dst.h = (float)ctx->arrow_height;
- if (has_negative) {
- if (value == SDL_MIN_SINT16) {
- SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
- }
- SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
- }
- dst.x += (float)ctx->arrow_width;
- SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
- rect.x = dst.x + arrow_extent - 2.0f;
- rect.y = dst.y;
- rect.w = 4.0f;
- rect.h = (float)ctx->arrow_height;
- SDL_RenderFillRect(ctx->renderer, &rect);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- if (value < 0) {
- SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
- rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
- rect.x = dst.x + arrow_extent - rect.w;
- rect.y = dst.y + ctx->arrow_height * 0.25f;
- rect.h = ctx->arrow_height / 2.0f;
- SDL_RenderFillRect(ctx->renderer, &rect);
- }
- dst.x += arrow_extent;
- if (value > 0) {
- SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
- rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
- rect.x = dst.x;
- rect.y = dst.y + ctx->arrow_height * 0.25f;
- rect.h = ctx->arrow_height / 2.0f;
- SDL_RenderFillRect(ctx->renderer, &rect);
- }
- dst.x += arrow_extent;
- if (value == SDL_MAX_SINT16) {
- SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
- }
- SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- y += ctx->button_height + 2;
- }
- }
- if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
- int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
- for (i = 0; i < num_fingers; ++i) {
- Uint8 state;
- float finger_x, finger_y, finger_pressure;
- if (SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &state, &finger_x, &finger_y, &finger_pressure) < 0) {
- continue;
- }
- SDL_snprintf(text, sizeof(text), "Touch finger %d:", i);
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- if (state) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x = x + center + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- dst.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (state) {
- SDL_snprintf(text, sizeof(text), "(%.2f,%.2f)", finger_x, finger_y);
- SDLTest_DrawString(ctx->renderer, x + center + ctx->button_width + 4.0f, y, text);
- }
- y += ctx->button_height + 2.0f;
- }
- }
- has_accel = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
- has_gyro = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
- if (has_accel || has_gyro) {
- const int SENSOR_UPDATE_INTERVAL_MS = 100;
- Uint64 now = SDL_GetTicks();
- if (now >= ctx->last_sensor_update + SENSOR_UPDATE_INTERVAL_MS) {
- if (has_accel) {
- SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, ctx->accel_data, SDL_arraysize(ctx->accel_data));
- }
- if (has_gyro) {
- SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_GYRO, ctx->gyro_data, SDL_arraysize(ctx->gyro_data));
- }
- ctx->last_sensor_update = now;
- }
- if (has_accel) {
- SDL_strlcpy(text, "Accelerometer:", sizeof(text));
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2]);
- SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
- y += ctx->button_height + 2.0f;
- }
- if (has_gyro) {
- SDL_strlcpy(text, "Gyro:", sizeof(text));
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- SDL_snprintf(text, sizeof(text), "(%.2f,%.2f,%.2f)", ctx->gyro_data[0], ctx->gyro_data[1], ctx->gyro_data[2]);
- SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
- y += ctx->button_height + 2.0f;
- }
- }
- }
- void DestroyGamepadDisplay(GamepadDisplay *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_DestroyTexture(ctx->button_texture);
- SDL_DestroyTexture(ctx->arrow_texture);
- SDL_free(ctx);
- }
- struct JoystickDisplay
- {
- SDL_Renderer *renderer;
- SDL_Texture *button_texture;
- SDL_Texture *arrow_texture;
- int button_width;
- int button_height;
- int arrow_width;
- int arrow_height;
- SDL_Rect area;
- };
- JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer)
- {
- JoystickDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
- if (ctx) {
- ctx->renderer = renderer;
- ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
- SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
- ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
- SDL_QueryTexture(ctx->arrow_texture, NULL, NULL, &ctx->arrow_width, &ctx->arrow_height);
- }
- return ctx;
- }
- void SetJoystickDisplayArea(JoystickDisplay *ctx, int x, int y, int w, int h)
- {
- if (!ctx) {
- return;
- }
- ctx->area.x = x;
- ctx->area.y = y;
- ctx->area.w = w;
- ctx->area.h = h;
- }
- void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
- {
- float x, y;
- int i;
- int nbuttons = SDL_GetNumJoystickButtons(joystick);
- int naxes = SDL_GetNumJoystickAxes(joystick);
- int nhats = SDL_GetNumJoystickHats(joystick);
- char text[32];
- const float margin = 8.0f;
- const float center = 80.0f;
- const float arrow_extent = 48.0f;
- SDL_FRect dst, rect;
- Uint8 r, g, b, a;
- if (!ctx) {
- return;
- }
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- x = (float)ctx->area.x + margin;
- y = (float)ctx->area.y + margin;
- if (nbuttons > 0) {
- SDLTest_DrawString(ctx->renderer, x, y, "BUTTONS");
- y += FONT_LINE_HEIGHT + 2;
- for (i = 0; i < nbuttons; ++i) {
- SDL_snprintf(text, sizeof(text), "%2.d:", i);
- SDLTest_DrawString(ctx->renderer, x, y, text);
- if (SDL_GetJoystickButton(joystick, (Uint8)i)) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- dst.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- y += ctx->button_height + 2;
- }
- }
- x = (float)ctx->area.x + margin + center + margin;
- y = (float)ctx->area.y + margin;
- if (naxes > 0) {
- SDLTest_DrawString(ctx->renderer, x, y, "AXES");
- y += FONT_LINE_HEIGHT + 2;
- for (i = 0; i < naxes; ++i) {
- Sint16 value = SDL_GetJoystickAxis(joystick, i);
- SDL_snprintf(text, sizeof(text), "%d:", i);
- SDLTest_DrawString(ctx->renderer, x, y, text);
- dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
- dst.w = (float)ctx->arrow_width;
- dst.h = (float)ctx->arrow_height;
- if (value == SDL_MIN_SINT16) {
- SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
- }
- SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
- dst.x += (float)ctx->arrow_width;
- SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
- rect.x = dst.x + arrow_extent - 2.0f;
- rect.y = dst.y;
- rect.w = 4.0f;
- rect.h = (float)ctx->arrow_height;
- SDL_RenderFillRect(ctx->renderer, &rect);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- if (value < 0) {
- SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
- rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
- rect.x = dst.x + arrow_extent - rect.w;
- rect.y = dst.y + ctx->arrow_height * 0.25f;
- rect.h = ctx->arrow_height / 2.0f;
- SDL_RenderFillRect(ctx->renderer, &rect);
- }
- dst.x += arrow_extent;
- if (value > 0) {
- SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
- rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
- rect.x = dst.x;
- rect.y = dst.y + ctx->arrow_height * 0.25f;
- rect.h = ctx->arrow_height / 2.0f;
- SDL_RenderFillRect(ctx->renderer, &rect);
- }
- dst.x += arrow_extent;
- if (value == SDL_MAX_SINT16) {
- SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
- }
- SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- y += ctx->button_height + 2;
- }
- }
- y += FONT_LINE_HEIGHT + 2;
- if (nhats > 0) {
- SDLTest_DrawString(ctx->renderer, x, y, "HATS");
- y += FONT_LINE_HEIGHT + 2 + 1.5f * ctx->button_height - FONT_CHARACTER_SIZE / 2;
- for (i = 0; i < nhats; ++i) {
- Uint8 value = SDL_GetJoystickHat(joystick, i);
- SDL_snprintf(text, sizeof(text), "%d:", i);
- SDLTest_DrawString(ctx->renderer, x, y, text);
- if (value & SDL_HAT_LEFT) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- dst.w = (float)ctx->button_width;
- dst.h = (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (value & SDL_HAT_UP) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x += (float)ctx->button_width;
- dst.y -= (float)ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (value & SDL_HAT_DOWN) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.y += (float)ctx->button_height * 2;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (value & SDL_HAT_RIGHT) {
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x += (float)ctx->button_width;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- y += 3 * ctx->button_height + 2;
- }
- }
- }
- void DestroyJoystickDisplay(JoystickDisplay *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_DestroyTexture(ctx->button_texture);
- SDL_DestroyTexture(ctx->arrow_texture);
- SDL_free(ctx);
- }
- struct GamepadButton
- {
- SDL_Renderer *renderer;
- SDL_Texture *background;
- int background_width;
- int background_height;
- SDL_FRect area;
- char *label;
- int label_width;
- int label_height;
- SDL_bool highlight;
- };
- GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label)
- {
- GamepadButton *ctx = SDL_calloc(1, sizeof(*ctx));
- if (ctx) {
- ctx->renderer = renderer;
- ctx->background = CreateTexture(renderer, gamepad_button_background_bmp, gamepad_button_background_bmp_len);
- SDL_QueryTexture(ctx->background, NULL, NULL, &ctx->background_width, &ctx->background_height);
- ctx->label = SDL_strdup(label);
- ctx->label_width = (int)(FONT_CHARACTER_SIZE * SDL_strlen(label));
- ctx->label_height = FONT_CHARACTER_SIZE;
- }
- return ctx;
- }
- void SetGamepadButtonArea(GamepadButton *ctx, int x, int y, int w, int h)
- {
- if (!ctx) {
- return;
- }
- ctx->area.x = (float)x;
- ctx->area.y = (float)y;
- ctx->area.w = (float)w;
- ctx->area.h = (float)h;
- }
- void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight)
- {
- if (!ctx) {
- return;
- }
- ctx->highlight = highlight;
- }
- int GetGamepadButtonLabelWidth(GamepadButton *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->label_width;
- }
- int GetGamepadButtonLabelHeight(GamepadButton *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->label_height;
- }
- SDL_bool GamepadButtonContains(GamepadButton *ctx, float x, float y)
- {
- SDL_FPoint point;
- if (!ctx) {
- return SDL_FALSE;
- }
- point.x = x;
- point.y = y;
- return SDL_PointInRectFloat(&point, &ctx->area);
- }
- void RenderGamepadButton(GamepadButton *ctx)
- {
- SDL_FRect src, dst;
- float one_third_src_width;
- float one_third_src_height;
- if (!ctx) {
- return;
- }
- one_third_src_width = (float)ctx->background_width / 3;
- one_third_src_height = (float)ctx->background_height / 3;
- if (ctx->highlight) {
- SDL_SetTextureColorMod(ctx->background, 10, 255, 21);
- } else {
- SDL_SetTextureColorMod(ctx->background, 255, 255, 255);
- }
- /* Top left */
- src.x = 0.0f;
- src.y = 0.0f;
- src.w = one_third_src_width;
- src.h = one_third_src_height;
- dst.x = ctx->area.x;
- dst.y = ctx->area.y;
- dst.w = src.w;
- dst.h = src.h;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Bottom left */
- src.y = (float)ctx->background_height - src.h;
- dst.y = ctx->area.y + ctx->area.h - dst.h;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Bottom right */
- src.x = (float)ctx->background_width - src.w;
- dst.x = ctx->area.x + ctx->area.w - dst.w;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Top right */
- src.y = 0.0f;
- dst.y = ctx->area.y;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Left */
- src.x = 0.0f;
- src.y = one_third_src_height;
- dst.x = ctx->area.x;
- dst.y = ctx->area.y + one_third_src_height;
- dst.w = one_third_src_width;
- dst.h = (float)ctx->area.h - 2 * one_third_src_height;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Right */
- src.x = (float)ctx->background_width - one_third_src_width;
- dst.x = ctx->area.x + ctx->area.w - one_third_src_width;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Top */
- src.x = one_third_src_width;
- src.y = 0.0f;
- dst.x = ctx->area.x + one_third_src_width;
- dst.y = ctx->area.y;
- dst.w = ctx->area.w - 2 * one_third_src_width;
- dst.h = one_third_src_height;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Bottom */
- src.y = (float)ctx->background_height - src.h;
- dst.y = ctx->area.y + ctx->area.h - one_third_src_height;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Center */
- src.x = one_third_src_width;
- src.y = one_third_src_height;
- dst.x = ctx->area.x + one_third_src_width;
- dst.y = ctx->area.y + one_third_src_height;
- dst.w = ctx->area.w - 2 * one_third_src_width;
- dst.h = (float)ctx->area.h - 2 * one_third_src_height;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Label */
- dst.x = ctx->area.x + ctx->area.w / 2 - ctx->label_width / 2;
- dst.y = ctx->area.y + ctx->area.h / 2 - ctx->label_height / 2;
- SDLTest_DrawString(ctx->renderer, dst.x, dst.y, ctx->label);
- }
- void DestroyGamepadButton(GamepadButton *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_DestroyTexture(ctx->background);
- SDL_free(ctx->label);
- SDL_free(ctx);
- }
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