123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193 |
- /*
- * This example code looks for the current joystick state once per frame,
- * and draws a visual representation of it.
- *
- * This code is public domain. Feel free to use it for any purpose!
- */
- /* Joysticks are low-level interfaces: there's something with a bunch of
- buttons, axes and hats, in no understood order or position. This is
- a flexible interface, but you'll need to build some sort of configuration
- UI to let people tell you what button, etc, does what. On top of this
- interface, SDL offers the "gamepad" API, which works with lots of devices,
- and knows how to map arbitrary buttons and such to look like an
- Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
- but isn't necessarily a good fit for complex apps and hardware. A flight
- simulator, a realistic racing game, etc, might want this interface instead
- of gamepads. */
- /* SDL can handle multiple joysticks, but for simplicity, this program only
- deals with the first stick it sees. */
- #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_main.h>
- /* We will use this renderer to draw into this window every frame. */
- static SDL_Window *window = NULL;
- static SDL_Renderer *renderer = NULL;
- static SDL_Joystick *joystick = NULL;
- static SDL_Color colors[64];
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- int i;
- SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling");
- if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- for (i = 0; i < SDL_arraysize(colors); i++) {
- colors[i].r = SDL_rand(255);
- colors[i].g = SDL_rand(255);
- colors[i].b = SDL_rand(255);
- colors[i].a = 255;
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
- SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
- {
- if (event->type == SDL_EVENT_QUIT) {
- return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
- } else if (event->type == SDL_EVENT_JOYSTICK_ADDED) {
- /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */
- if (joystick == NULL) { /* we don't have a stick yet and one was added, open it! */
- joystick = SDL_OpenJoystick(event->jdevice.which);
- if (!joystick) {
- SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError());
- }
- }
- } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) {
- if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) {
- SDL_CloseJoystick(joystick); /* our joystick was unplugged. */
- joystick = NULL;
- }
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once per frame, and is the heart of the program. */
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- int winw = 640, winh = 480;
- const char *text = "Plug in a joystick, please.";
- float x, y;
- int i;
- if (joystick) { /* we have a stick opened? */
- text = SDL_GetJoystickName(joystick);
- }
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
- SDL_GetWindowSize(window, &winw, &winh);
- /* note that you can get input as events, instead of polling, which is
- better since it won't miss button presses if the system is lagging,
- but often times checking the current state per-frame is good enough,
- and maybe better if you'd rather _drop_ inputs due to lag. */
- if (joystick) { /* we have a stick opened? */
- const float size = 30.0f;
- int total;
- /* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */
- total = SDL_GetNumJoystickAxes(joystick);
- y = (winh - (total * size)) / 2;
- x = ((float) winw) / 2.0f;
- for (i = 0; i < total; i++) {
- const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
- const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f); /* make it -1.0f to 1.0f */
- const float dx = x + (val * x);
- const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size };
- SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
- SDL_RenderFillRect(renderer, &dst);
- y += size;
- }
- /* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */
- total = SDL_GetNumJoystickButtons(joystick);
- x = (winw - (total * size)) / 2;
- for (i = 0; i < total; i++) {
- const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
- const SDL_FRect dst = { x, 0.0f, size, size };
- if (SDL_GetJoystickButton(joystick, i)) {
- SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
- } else {
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- }
- SDL_RenderFillRect(renderer, &dst);
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a);
- SDL_RenderRect(renderer, &dst); /* outline it */
- x += size;
- }
- /* draw hats across the bottom of the screen. */
- total = SDL_GetNumJoystickHats(joystick);
- x = ((winw - (total * (size * 2.0f))) / 2.0f) + (size / 2.0f);
- y = ((float) winh) - size;
- for (i = 0; i < total; i++) {
- const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
- const float thirdsize = size / 3.0f;
- const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } };
- const Uint8 hat = SDL_GetJoystickHat(joystick, i);
- SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255);
- SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross));
- SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
- if (hat & SDL_HAT_UP) {
- const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize };
- SDL_RenderFillRect(renderer, &dst);
- }
- if (hat & SDL_HAT_RIGHT) {
- const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize };
- SDL_RenderFillRect(renderer, &dst);
- }
- if (hat & SDL_HAT_DOWN) {
- const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize };
- SDL_RenderFillRect(renderer, &dst);
- }
- if (hat & SDL_HAT_LEFT) {
- const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize };
- SDL_RenderFillRect(renderer, &dst);
- }
- x += size * 2;
- }
- }
- x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
- y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
- SDL_RenderDebugText(renderer, x, y, text);
- SDL_RenderPresent(renderer);
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once at shutdown. */
- void SDL_AppQuit(void *appstate, SDL_AppResult result)
- {
- if (joystick) {
- SDL_CloseJoystick(joystick);
- }
- /* SDL will clean up the window/renderer for us. */
- }
|