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- /*
- Copyright (C) 1997-2025 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_face_abxy.h"
- #include "gamepad_face_axby.h"
- #include "gamepad_face_bayx.h"
- #include "gamepad_face_sony.h"
- #include "gamepad_battery.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"
- #include "gamepad_wired.h"
- #include "gamepad_wireless.h"
- #include <limits.h>
- #define RAD_TO_DEG (180.0f / SDL_PI_F)
- /* Used to draw a 3D cube to represent the gyroscope orientation */
- typedef struct
- {
- float x, y, z;
- } Vector3;
- struct Quaternion
- {
- float x, y, z, w;
- };
- static const Vector3 debug_cube_vertices[] = {
- { -1.0f, -1.0f, -1.0f },
- { 1.0f, -1.0f, -1.0f },
- { 1.0f, 1.0f, -1.0f },
- { -1.0f, 1.0f, -1.0f },
- { -1.0f, -1.0f, 1.0f },
- { 1.0f, -1.0f, 1.0f },
- { 1.0f, 1.0f, 1.0f },
- { -1.0f, 1.0f, 1.0f },
- };
- static const int debug_cube_edges[][2] = {
- { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, /* bottom square */
- { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }, /* top square */
- { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }, /* verticals */
- };
- static Vector3 RotateVectorByQuaternion(const Vector3 *v, const Quaternion *q) {
- /* v' = q * v * q^-1 */
- float x = v->x, y = v->y, z = v->z;
- float qx = q->x, qy = q->y, qz = q->z, qw = q->w;
- /* Calculate quaternion *vector */
- float ix = qw * x + qy * z - qz * y;
- float iy = qw * y + qz * x - qx * z;
- float iz = qw * z + qx * y - qy * x;
- float iw = -qx * x - qy * y - qz * z;
- /* Result = result * conjugate(q) */
- Vector3 out;
- out.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- out.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- out.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
- return out;
- }
- #ifdef GYRO_ISOMETRIC_PROJECTION
- static SDL_FPoint ProjectVec3ToRect(const Vector3 *v, const SDL_FRect *rect)
- {
- SDL_FPoint out;
- /* Simple orthographic projection using X and Y; scale to fit into rect */
- out.x = rect->x + (rect->w / 2.0f) + (v->x * (rect->w / 2.0f));
- out.y = rect->y + (rect->h / 2.0f) - (v->y * (rect->h / 2.0f)); /* Y inverted */
- return out;
- }
- #else
- static SDL_FPoint ProjectVec3ToRect(const Vector3 *v, const SDL_FRect *rect)
- {
- const float verticalFOV_deg = 40.0f;
- const float cameraZ = 4.0f; /* Camera is at(0, 0, +4), looking toward origin */
- float aspect = rect->w / rect->h;
- float fovScaleY = SDL_tanf(((verticalFOV_deg / 180.0f) * SDL_PI_F) * 0.5f);
- float fovScaleX = fovScaleY * aspect;
- float relZ = cameraZ - v->z;
- if (relZ < 0.01f) {
- relZ = 0.01f; /* Prevent division by 0 or negative depth */
- }
- float ndc_x = (v->x / relZ) / fovScaleX;
- float ndc_y = (v->y / relZ) / fovScaleY;
- /* Convert to screen space */
- SDL_FPoint out;
- out.x = rect->x + (rect->w / 2.0f) + (ndc_x * rect->w / 2.0f);
- out.y = rect->y + (rect->h / 2.0f) - (ndc_y * rect->h / 2.0f); /* flip Y */
- return out;
- }
- #endif
- void DrawGyroDebugCube(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *rect)
- {
- SDL_FPoint projected[8];
- int i;
- for (i = 0; i < 8; ++i) {
- Vector3 rotated = RotateVectorByQuaternion(&debug_cube_vertices[i], orientation);
- projected[i] = ProjectVec3ToRect(&rotated, rect);
- }
- for (i = 0; i < 12; ++i) {
- const SDL_FPoint p0 = projected[debug_cube_edges[i][0]];
- const SDL_FPoint p1 = projected[debug_cube_edges[i][1]];
- SDL_RenderLine(renderer, p0.x, p0.y, p1.x, p1.y);
- }
- }
- #define CIRCLE_SEGMENTS 64
- static Vector3 kCirclePoints3D_XY_Plane[CIRCLE_SEGMENTS];
- static Vector3 kCirclePoints3D_XZ_Plane[CIRCLE_SEGMENTS];
- static Vector3 kCirclePoints3D_YZ_Plane[CIRCLE_SEGMENTS];
- void InitCirclePoints3D(void)
- {
- int i;
- for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
- float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
- kCirclePoints3D_XY_Plane[i].x = SDL_cosf(theta);
- kCirclePoints3D_XY_Plane[i].y = SDL_sinf(theta);
- kCirclePoints3D_XY_Plane[i].z = 0.0f;
- }
- for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
- float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
- kCirclePoints3D_XZ_Plane[i].x = SDL_cosf(theta);
- kCirclePoints3D_XZ_Plane[i].y = 0.0f;
- kCirclePoints3D_XZ_Plane[i].z = SDL_sinf(theta);
- }
- for (i = 0; i < CIRCLE_SEGMENTS; ++i) {
- float theta = ((float)i / CIRCLE_SEGMENTS) * SDL_PI_F * 2.0f;
- kCirclePoints3D_YZ_Plane[i].x = 0.0f;
- kCirclePoints3D_YZ_Plane[i].y = SDL_cosf(theta);
- kCirclePoints3D_YZ_Plane[i].z = SDL_sinf(theta);
- }
- }
- void DrawGyroCircle(
- SDL_Renderer *renderer,
- const Vector3 *circlePoints,
- int numSegments,
- const Quaternion *orientation,
- const SDL_FRect *bounds,
- Uint8 r, Uint8 g, Uint8 b, Uint8 a)
- {
- SDL_SetRenderDrawColor(renderer, r, g, b, a);
- SDL_FPoint lastScreenPt = { 0 };
- bool hasLast = false;
- int i;
- for (i = 0; i <= numSegments; ++i) {
- int index = i % numSegments;
- Vector3 rotated = RotateVectorByQuaternion(&circlePoints[index], orientation);
- SDL_FPoint screenPtVec2 = ProjectVec3ToRect(&rotated, bounds);
- SDL_FPoint screenPt;
- screenPt.x = screenPtVec2.x;
- screenPt.y = screenPtVec2.y;
- if (hasLast) {
- SDL_RenderLine(renderer, lastScreenPt.x, lastScreenPt.y, screenPt.x, screenPt.y);
- }
- lastScreenPt = screenPt;
- hasLast = true;
- }
- }
- void DrawGyroDebugCircle(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *bounds)
- {
- /* Store current color */
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
- DrawGyroCircle(renderer, kCirclePoints3D_YZ_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_RED); /* X axis - pitch */
- DrawGyroCircle(renderer, kCirclePoints3D_XZ_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_GREEN); /* Y axis - yaw */
- DrawGyroCircle(renderer, kCirclePoints3D_XY_Plane, CIRCLE_SEGMENTS, orientation, bounds, GYRO_COLOR_BLUE); /* Z axis - Roll */
- /* Restore current color */
- SDL_SetRenderDrawColor(renderer, r, g, b, a);
- }
- void DrawGyroDebugAxes(SDL_Renderer *renderer, const Quaternion *orientation, const SDL_FRect *bounds)
- {
- /* Store current color */
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
- Vector3 origin = { 0.0f, 0.0f, 0.0f };
- Vector3 right = { 1.0f, 0.0f, 0.0f };
- Vector3 up = { 0.0f, 1.0f, 0.0f };
- Vector3 back = { 0.0f, 0.0f, 1.0f };
- Vector3 world_right = RotateVectorByQuaternion(&right, orientation);
- Vector3 world_up = RotateVectorByQuaternion(&up, orientation);
- Vector3 world_back = RotateVectorByQuaternion(&back, orientation);
- SDL_FPoint origin_screen = ProjectVec3ToRect(&origin, bounds);
- SDL_FPoint right_screen = ProjectVec3ToRect(&world_right, bounds);
- SDL_FPoint up_screen = ProjectVec3ToRect(&world_up, bounds);
- SDL_FPoint back_screen = ProjectVec3ToRect(&world_back, bounds);
- SDL_SetRenderDrawColor(renderer, GYRO_COLOR_RED);
- SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, right_screen.x, right_screen.y);
- SDL_SetRenderDrawColor(renderer, GYRO_COLOR_GREEN);
- SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, up_screen.x, up_screen.y);
- SDL_SetRenderDrawColor(renderer, GYRO_COLOR_BLUE);
- SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, back_screen.x, back_screen.y);
- /* Restore current color */
- SDL_SetRenderDrawColor(renderer, r, g, b, a);
- }
- void DrawAccelerometerDebugArrow(SDL_Renderer *renderer, const Quaternion *gyro_quaternion, const float *accel_data, const SDL_FRect *bounds)
- {
- /* Store current color */
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
- const float flGravity = 9.81f;
- Vector3 vAccel;
- vAccel.x = accel_data[0] / flGravity;
- vAccel.y = accel_data[1] / flGravity;
- vAccel.z = accel_data[2] / flGravity;
- Vector3 origin = { 0.0f, 0.0f, 0.0f };
- Vector3 rotated_accel = RotateVectorByQuaternion(&vAccel, gyro_quaternion);
- /* Project the origin and rotated vector to screen space */
- SDL_FPoint origin_screen = ProjectVec3ToRect(&origin, bounds);
- SDL_FPoint accel_screen = ProjectVec3ToRect(&rotated_accel, bounds);
- /* Draw the line from origin to the rotated accelerometer vector */
- SDL_SetRenderDrawColor(renderer, GYRO_COLOR_ORANGE);
- SDL_RenderLine(renderer, origin_screen.x, origin_screen.y, accel_screen.x, accel_screen.y);
- const float head_width = 4.0f;
- SDL_FRect arrow_head_rect;
- arrow_head_rect.x = accel_screen.x - head_width * 0.5f;
- arrow_head_rect.y = accel_screen.y - head_width * 0.5f;
- arrow_head_rect.w = head_width;
- arrow_head_rect.h = head_width;
- SDL_RenderRect(renderer, &arrow_head_rect);
- /* Restore current color */
- SDL_SetRenderDrawColor(renderer, r, g, b, a);
- }
- /* This is indexed by gamepad element */
- static const struct
- {
- int x;
- int y;
- } button_positions[] = {
- { 413, 190 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
- { 456, 156 }, /* SDL_GAMEPAD_BUTTON_EAST */
- { 372, 159 }, /* SDL_GAMEPAD_BUTTON_WEST */
- { 415, 127 }, /* SDL_GAMEPAD_BUTTON_NORTH */
- { 199, 157 }, /* SDL_GAMEPAD_BUTTON_BACK */
- { 257, 153 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
- { 314, 157 }, /* SDL_GAMEPAD_BUTTON_START */
- { 98, 177 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
- { 331, 254 }, /* 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_RIGHT_PADDLE1 */
- { 355, 160 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 */
- { 157, 200 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 */
- { 355, 200 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 */
- };
- /* This is indexed by gamepad element */
- static const struct
- {
- int x;
- int y;
- double angle;
- } axis_positions[] = {
- { 99, 178, 270.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE */
- { 99, 178, 90.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE */
- { 99, 178, 0.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE */
- { 99, 178, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE */
- { 331, 256, 270.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE */
- { 331, 256, 90.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE */
- { 331, 256, 0.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE */
- { 331, 256, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE */
- { 116, 5, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER */
- { 400, 5, 180.0 }, /* SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER */
- };
- static SDL_FRect touchpad_area = {
- 148.0f, 20.0f, 216.0f, 118.0f
- };
- typedef struct
- {
- bool down;
- float x;
- float y;
- float pressure;
- } GamepadTouchpadFinger;
- struct GamepadImage
- {
- SDL_Renderer *renderer;
- SDL_Texture *front_texture;
- SDL_Texture *back_texture;
- SDL_Texture *face_abxy_texture;
- SDL_Texture *face_axby_texture;
- SDL_Texture *face_bayx_texture;
- SDL_Texture *face_sony_texture;
- SDL_Texture *connection_texture[2];
- SDL_Texture *battery_texture[2];
- SDL_Texture *touchpad_texture;
- SDL_Texture *button_texture;
- SDL_Texture *axis_texture;
- float gamepad_width;
- float gamepad_height;
- float face_width;
- float face_height;
- float connection_width;
- float connection_height;
- float battery_width;
- float battery_height;
- float touchpad_width;
- float touchpad_height;
- float button_width;
- float button_height;
- float axis_width;
- float axis_height;
- float x;
- float y;
- bool showing_front;
- bool showing_touchpad;
- SDL_GamepadType type;
- SDL_GamepadButtonLabel east_label;
- ControllerDisplayMode display_mode;
- bool elements[SDL_GAMEPAD_ELEMENT_MAX];
- SDL_JoystickConnectionState connection_state;
- SDL_PowerState battery_state;
- int battery_percent;
- 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_IOStream *src = SDL_IOFromConstMem(data, len);
- if (src) {
- surface = SDL_LoadPNG_IO(src, 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_png, gamepad_front_png_len);
- ctx->back_texture = CreateTexture(renderer, gamepad_back_png, gamepad_back_png_len);
- SDL_GetTextureSize(ctx->front_texture, &ctx->gamepad_width, &ctx->gamepad_height);
- ctx->face_abxy_texture = CreateTexture(renderer, gamepad_face_abxy_png, gamepad_face_abxy_png_len);
- ctx->face_axby_texture = CreateTexture(renderer, gamepad_face_axby_png, gamepad_face_axby_png_len);
- ctx->face_bayx_texture = CreateTexture(renderer, gamepad_face_bayx_png, gamepad_face_bayx_png_len);
- ctx->face_sony_texture = CreateTexture(renderer, gamepad_face_sony_png, gamepad_face_sony_png_len);
- SDL_GetTextureSize(ctx->face_abxy_texture, &ctx->face_width, &ctx->face_height);
- ctx->connection_texture[0] = CreateTexture(renderer, gamepad_wired_png, gamepad_wired_png_len);
- ctx->connection_texture[1] = CreateTexture(renderer, gamepad_wireless_png, gamepad_wireless_png_len);
- SDL_GetTextureSize(ctx->connection_texture[0], &ctx->connection_width, &ctx->connection_height);
- ctx->battery_texture[0] = CreateTexture(renderer, gamepad_battery_png, gamepad_battery_png_len);
- ctx->battery_texture[1] = CreateTexture(renderer, gamepad_battery_wired_png, gamepad_battery_wired_png_len);
- SDL_GetTextureSize(ctx->battery_texture[0], &ctx->battery_width, &ctx->battery_height);
- ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_png, gamepad_touchpad_png_len);
- SDL_GetTextureSize(ctx->touchpad_texture, &ctx->touchpad_width, &ctx->touchpad_height);
- ctx->button_texture = CreateTexture(renderer, gamepad_button_png, gamepad_button_png_len);
- SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
- SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
- ctx->axis_texture = CreateTexture(renderer, gamepad_axis_png, gamepad_axis_png_len);
- SDL_GetTextureSize(ctx->axis_texture, &ctx->axis_width, &ctx->axis_height);
- SDL_SetTextureColorMod(ctx->axis_texture, 10, 255, 21);
- ctx->showing_front = true;
- }
- return ctx;
- }
- void SetGamepadImagePosition(GamepadImage *ctx, float x, float y)
- {
- if (!ctx) {
- return;
- }
- ctx->x = x;
- ctx->y = y;
- }
- void GetGamepadImageArea(GamepadImage *ctx, SDL_FRect *area)
- {
- if (!ctx) {
- SDL_zerop(area);
- return;
- }
- area->x = ctx->x;
- area->y = ctx->y;
- area->w = ctx->gamepad_width;
- area->h = ctx->gamepad_height;
- if (ctx->showing_touchpad) {
- area->h += ctx->touchpad_height;
- }
- }
- void GetGamepadTouchpadArea(GamepadImage *ctx, SDL_FRect *area)
- {
- if (!ctx) {
- SDL_zerop(area);
- return;
- }
- area->x = ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2 + touchpad_area.x;
- area->y = ctx->y + ctx->gamepad_height + touchpad_area.y;
- area->w = touchpad_area.w;
- area->h = touchpad_area.h;
- }
- void SetGamepadImageShowingFront(GamepadImage *ctx, bool showing_front)
- {
- if (!ctx) {
- return;
- }
- ctx->showing_front = showing_front;
- }
- SDL_GamepadType GetGamepadImageType(GamepadImage *ctx)
- {
- if (!ctx) {
- return SDL_GAMEPAD_TYPE_UNKNOWN;
- }
- return ctx->type;
- }
- void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode)
- {
- if (!ctx) {
- return;
- }
- ctx->display_mode = display_mode;
- }
- float GetGamepadImageButtonWidth(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->button_width;
- }
- float GetGamepadImageButtonHeight(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->button_height;
- }
- float GetGamepadImageAxisWidth(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->axis_width;
- }
- float GetGamepadImageAxisHeight(GamepadImage *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->axis_height;
- }
- int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
- {
- SDL_FPoint point;
- int i;
- if (!ctx) {
- return SDL_GAMEPAD_ELEMENT_INVALID;
- }
- point.x = x;
- point.y = y;
- if (ctx->showing_front) {
- for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
- const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
- SDL_FRect rect;
- if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
- element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER) {
- rect.w = ctx->axis_width;
- rect.h = ctx->axis_height;
- rect.x = ctx->x + axis_positions[i].x - rect.w / 2;
- rect.y = ctx->y + axis_positions[i].y - rect.h / 2;
- if (SDL_PointInRectFloat(&point, &rect)) {
- if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER) {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER;
- } else {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER;
- }
- }
- } else if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE) {
- rect.w = ctx->button_width * 2.0f;
- rect.h = ctx->button_height * 2.0f;
- rect.x = ctx->x + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].x - rect.w / 2;
- rect.y = ctx->y + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].y - rect.h / 2;
- if (SDL_PointInRectFloat(&point, &rect)) {
- float delta_x, delta_y;
- float delta_squared;
- float thumbstick_radius = ctx->button_width * 0.1f;
- delta_x = (x - (ctx->x + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].x));
- delta_y = (y - (ctx->y + button_positions[SDL_GAMEPAD_BUTTON_LEFT_STICK].y));
- delta_squared = (delta_x * delta_x) + (delta_y * delta_y);
- if (delta_squared > (thumbstick_radius * thumbstick_radius)) {
- float angle = SDL_atan2f(delta_y, delta_x) + SDL_PI_F;
- if (angle < SDL_PI_F * 0.25f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
- } else if (angle < SDL_PI_F * 0.75f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE;
- } else if (angle < SDL_PI_F * 1.25f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE;
- } else if (angle < SDL_PI_F * 1.75f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE;
- } else {
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
- }
- }
- }
- } else if (element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE) {
- rect.w = ctx->button_width * 2.0f;
- rect.h = ctx->button_height * 2.0f;
- rect.x = ctx->x + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].x - rect.w / 2;
- rect.y = ctx->y + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].y - rect.h / 2;
- if (SDL_PointInRectFloat(&point, &rect)) {
- float delta_x, delta_y;
- float delta_squared;
- float thumbstick_radius = ctx->button_width * 0.1f;
- delta_x = (x - (ctx->x + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].x));
- delta_y = (y - (ctx->y + button_positions[SDL_GAMEPAD_BUTTON_RIGHT_STICK].y));
- delta_squared = (delta_x * delta_x) + (delta_y * delta_y);
- if (delta_squared > (thumbstick_radius * thumbstick_radius)) {
- float angle = SDL_atan2f(delta_y, delta_x) + SDL_PI_F;
- if (angle < SDL_PI_F * 0.25f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
- } else if (angle < SDL_PI_F * 0.75f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE;
- } else if (angle < SDL_PI_F * 1.25f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE;
- } else if (angle < SDL_PI_F * 1.75f) {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE;
- } else {
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
- }
- }
- }
- }
- }
- }
- for (i = 0; i < SDL_arraysize(button_positions); ++i) {
- bool on_front = true;
- if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
- on_front = false;
- }
- if (on_front == ctx->showing_front) {
- SDL_FRect rect;
- rect.x = ctx->x + button_positions[i].x - ctx->button_width / 2;
- rect.y = ctx->y + button_positions[i].y - ctx->button_height / 2;
- rect.w = ctx->button_width;
- rect.h = ctx->button_height;
- if (SDL_PointInRectFloat(&point, &rect)) {
- return (SDL_GamepadButton)i;
- }
- }
- }
- return SDL_GAMEPAD_ELEMENT_INVALID;
- }
- void ClearGamepadImage(GamepadImage *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_zeroa(ctx->elements);
- }
- void SetGamepadImageElement(GamepadImage *ctx, int element, bool active)
- {
- if (!ctx) {
- return;
- }
- ctx->elements[element] = active;
- }
- void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
- {
- int i;
- if (!ctx) {
- return;
- }
- ctx->type = SDL_GetGamepadType(gamepad);
- ctx->east_label = SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_EAST);
- char *mapping = SDL_GetGamepadMapping(gamepad);
- if (mapping) {
- if (SDL_strstr(mapping, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS")) {
- /* Just for display purposes */
- ctx->type = SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO;
- }
- SDL_free(mapping);
- }
- for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
- const SDL_GamepadButton button = (SDL_GamepadButton)i;
- SetGamepadImageElement(ctx, button, SDL_GetGamepadButton(gamepad, button));
- }
- for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
- const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
- const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
- const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
- switch (i) {
- case SDL_GAMEPAD_AXIS_LEFTX:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE, (value < -deadzone));
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, (value > deadzone));
- break;
- case SDL_GAMEPAD_AXIS_RIGHTX:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, (value < -deadzone));
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, (value > deadzone));
- break;
- case SDL_GAMEPAD_AXIS_LEFTY:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, (value < -deadzone));
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, (value > deadzone));
- break;
- case SDL_GAMEPAD_AXIS_RIGHTY:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, (value < -deadzone));
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, (value > deadzone));
- break;
- case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, (value > deadzone));
- break;
- case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
- SetGamepadImageElement(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, (value > deadzone));
- break;
- default:
- break;
- }
- }
- ctx->connection_state = SDL_GetGamepadConnectionState(gamepad);
- ctx->battery_state = SDL_GetGamepadPowerInfo(gamepad, &ctx->battery_percent);
- 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->down, &finger->x, &finger->y, &finger->pressure);
- }
- ctx->showing_touchpad = true;
- } else {
- if (ctx->fingers) {
- SDL_free(ctx->fingers);
- ctx->fingers = NULL;
- ctx->num_fingers = 0;
- }
- ctx->showing_touchpad = false;
- }
- }
- void RenderGamepadImage(GamepadImage *ctx)
- {
- SDL_FRect dst;
- int i;
- if (!ctx) {
- return;
- }
- dst.x = ctx->x;
- dst.y = ctx->y;
- dst.w = ctx->gamepad_width;
- dst.h = 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->elements[i]) {
- SDL_GamepadButton button_position = (SDL_GamepadButton)i;
- bool on_front = true;
- if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
- on_front = false;
- }
- if (on_front == ctx->showing_front) {
- dst.w = ctx->button_width;
- dst.h = ctx->button_height;
- dst.x = ctx->x + button_positions[button_position].x - dst.w / 2;
- dst.y = ctx->y + button_positions[button_position].y - dst.h / 2;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- }
- }
- }
- if (ctx->showing_front) {
- dst.x = ctx->x + 363;
- dst.y = ctx->y + 118;
- dst.w = ctx->face_width;
- dst.h = ctx->face_height;
- switch (ctx->east_label) {
- case SDL_GAMEPAD_BUTTON_LABEL_B:
- SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst);
- break;
- case SDL_GAMEPAD_BUTTON_LABEL_X:
- SDL_RenderTexture(ctx->renderer, ctx->face_axby_texture, NULL, &dst);
- break;
- case SDL_GAMEPAD_BUTTON_LABEL_A:
- SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst);
- break;
- case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
- SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst);
- break;
- default:
- break;
- }
- }
- if (ctx->showing_front) {
- for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
- const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
- if (ctx->elements[element]) {
- const double angle = axis_positions[i].angle;
- dst.w = ctx->axis_width;
- dst.h = ctx->axis_height;
- dst.x = ctx->x + axis_positions[i].x - dst.w / 2;
- dst.y = ctx->y + axis_positions[i].y - dst.h / 2;
- SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
- }
- }
- }
- if (ctx->display_mode == CONTROLLER_MODE_TESTING) {
- dst.x = ctx->x + ctx->gamepad_width - ctx->battery_width - 4 - ctx->connection_width;
- dst.y = ctx->y;
- dst.w = ctx->connection_width;
- dst.h = ctx->connection_height;
- switch (ctx->connection_state) {
- case SDL_JOYSTICK_CONNECTION_WIRED:
- SDL_RenderTexture(ctx->renderer, ctx->connection_texture[0], NULL, &dst);
- break;
- case SDL_JOYSTICK_CONNECTION_WIRELESS:
- SDL_RenderTexture(ctx->renderer, ctx->connection_texture[1], NULL, &dst);
- break;
- default:
- break;
- }
- }
- if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
- ctx->battery_state != SDL_POWERSTATE_NO_BATTERY &&
- ctx->battery_state != SDL_POWERSTATE_UNKNOWN) {
- Uint8 r, g, b, a;
- SDL_FRect fill;
- dst.x = ctx->x + ctx->gamepad_width - ctx->battery_width;
- dst.y = ctx->y;
- dst.w = ctx->battery_width;
- dst.h = ctx->battery_height;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- if (ctx->battery_percent > 40) {
- SDL_SetRenderDrawColor(ctx->renderer, 0x00, 0xD4, 0x50, 0xFF);
- } else if (ctx->battery_percent > 10) {
- SDL_SetRenderDrawColor(ctx->renderer, 0xFF, 0xC7, 0x00, 0xFF);
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, 0xC8, 0x1D, 0x13, 0xFF);
- }
- fill = dst;
- fill.x += 2;
- fill.y += 2;
- fill.h -= 4;
- fill.w = 25.0f * (ctx->battery_percent / 100.0f);
- SDL_RenderFillRect(ctx->renderer, &fill);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- if (ctx->battery_state == SDL_POWERSTATE_ON_BATTERY) {
- SDL_RenderTexture(ctx->renderer, ctx->battery_texture[0], NULL, &dst);
- } else {
- SDL_RenderTexture(ctx->renderer, ctx->battery_texture[1], NULL, &dst);
- }
- }
- if (ctx->display_mode == CONTROLLER_MODE_TESTING && ctx->showing_touchpad) {
- dst.x = ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
- dst.y = ctx->y + ctx->gamepad_height;
- dst.w = ctx->touchpad_width;
- dst.h = 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->down) {
- dst.x = 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 = ctx->y + ctx->gamepad_height;
- dst.y += touchpad_area.y + finger->y * touchpad_area.h;
- dst.y -= ctx->button_height / 2;
- dst.w = ctx->button_width;
- dst.h = 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);
- SDL_DestroyTexture(ctx->face_abxy_texture);
- SDL_DestroyTexture(ctx->face_axby_texture);
- SDL_DestroyTexture(ctx->face_bayx_texture);
- SDL_DestroyTexture(ctx->face_sony_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->fingers);
- SDL_free(ctx);
- }
- }
- static const char *gamepad_button_names[] = {
- "South",
- "East",
- "West",
- "North",
- "Back",
- "Guide",
- "Start",
- "Left Stick",
- "Right Stick",
- "Left Shoulder",
- "Right Shoulder",
- "DPAD Up",
- "DPAD Down",
- "DPAD Left",
- "DPAD Right",
- "Misc1",
- "Right Paddle 1",
- "Left Paddle 1",
- "Right Paddle 2",
- "Left Paddle 2",
- "Touchpad",
- "Misc2",
- "Misc3",
- "Misc4",
- "Misc5",
- "Misc6",
- };
- SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_COUNT);
- static const char *gamepad_axis_names[] = {
- "LeftX",
- "LeftY",
- "RightX",
- "RightY",
- "Left Trigger",
- "Right Trigger",
- };
- SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_COUNT);
- struct GamepadDisplay
- {
- SDL_Renderer *renderer;
- SDL_Texture *button_texture;
- SDL_Texture *arrow_texture;
- float button_width;
- float button_height;
- float arrow_width;
- float arrow_height;
- float accel_data[3];
- float gyro_data[3];
- float gyro_drift_correction_data[3];
- Uint64 last_sensor_update;
- ControllerDisplayMode display_mode;
- int element_highlighted;
- bool element_pressed;
- int element_selected;
- SDL_FRect 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_png, gamepad_button_small_png_len);
- SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
- ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_png, gamepad_axis_arrow_png_len);
- SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
- ctx->element_highlighted = SDL_GAMEPAD_ELEMENT_INVALID;
- ctx->element_selected = SDL_GAMEPAD_ELEMENT_INVALID;
- SDL_zeroa(ctx->accel_data);
- SDL_zeroa(ctx->gyro_data);
- SDL_zeroa(ctx->gyro_drift_correction_data);
- }
- return ctx;
- }
- struct GyroDisplay
- {
- SDL_Renderer *renderer;
- /* Main drawing area */
- SDL_FRect area;
- /* This part displays extra info from the IMUstate in order to figure out actual polling rates. */
- float gyro_drift_solution[3];
- int reported_sensor_rate_hz; /*hz - comes from HIDsdl implementation. Could be fixed, platform time, or true sensor time*/
- Uint64 next_reported_sensor_time; /* SDL ticks used to throttle the display */
- int estimated_sensor_rate_hz; /*hz - our estimation of the actual polling rate by observing packets received*/
- float euler_displacement_angles[3]; /* pitch, yaw, roll */
- Quaternion gyro_quaternion; /* Rotation since startup/reset, comprised of each gyro speed packet times sensor delta time. */
- EGyroCalibrationPhase current_calibration_phase;
- float calibration_phase_progress_fraction; /* [0..1] */
- float accelerometer_noise_sq; /* Distance between last noise and new noise. Used to indicate motion.*/
- float accelerometer_noise_tolerance_sq; /* Maximum amount of noise detected during the Noise Profiling Phase */
- GamepadButton *reset_gyro_button;
- GamepadButton *calibrate_gyro_button;
- };
- GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer)
- {
- GyroDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
- {
- ctx->renderer = renderer;
- ctx->estimated_sensor_rate_hz = 0;
- SDL_zeroa(ctx->gyro_drift_solution);
- Quaternion quat_identity = { 0.0f, 0.0f, 0.0f, 1.0f };
- ctx->gyro_quaternion = quat_identity;
- ctx->reported_sensor_rate_hz = 0;
- ctx->next_reported_sensor_time = 0;
- ctx->current_calibration_phase = GYRO_CALIBRATION_PHASE_OFF;
- ctx->calibration_phase_progress_fraction = 0.0f; /* [0..1] */
- ctx->accelerometer_noise_sq = 0.0f;
- ctx->accelerometer_noise_tolerance_sq = ACCELEROMETER_NOISE_THRESHOLD; /* Will be overwritten but this avoids divide by zero. */
- ctx->reset_gyro_button = CreateGamepadButton(renderer, "Reset View");
- ctx->calibrate_gyro_button = CreateGamepadButton(renderer, "Recalibrate Drift");
- }
- return ctx;
- }
- void SetGyroDisplayArea(GyroDisplay *ctx, const SDL_FRect *area)
- {
- if (!ctx) {
- return;
- }
- SDL_copyp(&ctx->area, area);
- /* Place the reset button to the bottom right of the gyro display area.*/
- SDL_FRect reset_button_area;
- reset_button_area.w = SDL_max(MINIMUM_BUTTON_WIDTH, GetGamepadButtonLabelWidth(ctx->reset_gyro_button) + 2 * BUTTON_PADDING);
- reset_button_area.h = GetGamepadButtonLabelHeight(ctx->reset_gyro_button) + BUTTON_PADDING;
- reset_button_area.x = area->x + area->w - reset_button_area.w - BUTTON_PADDING;
- reset_button_area.y = area->y + area->h - reset_button_area.h - BUTTON_PADDING;
- SetGamepadButtonArea(ctx->reset_gyro_button, &reset_button_area);
- }
- void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode)
- {
- if (!ctx) {
- return;
- }
- ctx->display_mode = display_mode;
- }
- void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_FRect *area)
- {
- if (!ctx) {
- return;
- }
- SDL_copyp(&ctx->area, area);
- }
- void SetGamepadDisplayGyroDriftCorrection(GamepadDisplay *ctx, float *gyro_drift_correction)
- {
- if (!ctx) {
- return;
- }
- ctx->gyro_drift_correction_data[0] = gyro_drift_correction[0];
- ctx->gyro_drift_correction_data[1] = gyro_drift_correction[1];
- ctx->gyro_drift_correction_data[2] = gyro_drift_correction[2];
- }
- static bool GetBindingString(const char *label, const char *mapping, char *text, size_t size)
- {
- char *key;
- char *value, *end;
- size_t length;
- bool found = false;
- *text = '\0';
- if (!mapping) {
- return false;
- }
- key = SDL_strstr(mapping, label);
- while (key && size > 1) {
- if (found) {
- *text++ = ',';
- *text = '\0';
- --size;
- } else {
- found = true;
- }
- value = key + SDL_strlen(label);
- end = SDL_strchr(value, ',');
- if (end) {
- length = (end - value);
- } else {
- length = SDL_strlen(value);
- }
- if (length >= size) {
- length = size - 1;
- }
- SDL_memcpy(text, value, length);
- text[length] = '\0';
- text += length;
- size -= length;
- key = SDL_strstr(value, label);
- }
- return found;
- }
- static bool GetButtonBindingString(SDL_GamepadButton button, const char *mapping, char *text, size_t size)
- {
- char label[32];
- bool baxy_mapping = false;
- if (!mapping) {
- return false;
- }
- SDL_snprintf(label, sizeof(label), ",%s:", SDL_GetGamepadStringForButton(button));
- if (GetBindingString(label, mapping, text, size)) {
- return true;
- }
- /* Try the legacy button names */
- if (SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
- baxy_mapping = true;
- }
- switch (button) {
- case SDL_GAMEPAD_BUTTON_SOUTH:
- if (baxy_mapping) {
- return GetBindingString(",b:", mapping, text, size);
- } else {
- return GetBindingString(",a:", mapping, text, size);
- }
- case SDL_GAMEPAD_BUTTON_EAST:
- if (baxy_mapping) {
- return GetBindingString(",a:", mapping, text, size);
- } else {
- return GetBindingString(",b:", mapping, text, size);
- }
- case SDL_GAMEPAD_BUTTON_WEST:
- if (baxy_mapping) {
- return GetBindingString(",y:", mapping, text, size);
- } else {
- return GetBindingString(",x:", mapping, text, size);
- }
- case SDL_GAMEPAD_BUTTON_NORTH:
- if (baxy_mapping) {
- return GetBindingString(",x:", mapping, text, size);
- } else {
- return GetBindingString(",y:", mapping, text, size);
- }
- default:
- return false;
- }
- }
- static bool GetAxisBindingString(SDL_GamepadAxis axis, int direction, const char *mapping, char *text, size_t size)
- {
- char label[32];
- /* Check for explicit half-axis */
- if (direction < 0) {
- SDL_snprintf(label, sizeof(label), ",-%s:", SDL_GetGamepadStringForAxis(axis));
- } else {
- SDL_snprintf(label, sizeof(label), ",+%s:", SDL_GetGamepadStringForAxis(axis));
- }
- if (GetBindingString(label, mapping, text, size)) {
- return true;
- }
- /* Get the binding for the whole axis and split it if necessary */
- SDL_snprintf(label, sizeof(label), ",%s:", SDL_GetGamepadStringForAxis(axis));
- if (!GetBindingString(label, mapping, text, size)) {
- return false;
- }
- if (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
- if (*text == 'a') {
- /* Split the axis */
- size_t length = SDL_strlen(text) + 1;
- if ((length + 1) <= size) {
- SDL_memmove(text + 1, text, length);
- if (text[SDL_strlen(text) - 1] == '~') {
- direction *= -1;
- text[SDL_strlen(text) - 1] = '\0';
- }
- if (direction > 0) {
- *text = '+';
- } else {
- *text = '-';
- }
- }
- }
- }
- return true;
- }
- void SetGamepadDisplayHighlight(GamepadDisplay *ctx, int element, bool pressed)
- {
- if (!ctx) {
- return;
- }
- ctx->element_highlighted = element;
- ctx->element_pressed = pressed;
- }
- void SetGamepadDisplaySelected(GamepadDisplay *ctx, int element)
- {
- if (!ctx) {
- return;
- }
- ctx->element_selected = element;
- }
- int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float x, float y)
- {
- int i;
- const float margin = 8.0f;
- const float center = ctx->area.w / 2.0f;
- const float arrow_extent = 48.0f;
- SDL_FPoint point;
- SDL_FRect rect;
- if (!ctx) {
- return SDL_GAMEPAD_ELEMENT_INVALID;
- }
- point.x = x;
- point.y = y;
- rect.x = ctx->area.x + margin;
- rect.y = ctx->area.y + margin + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- rect.w = ctx->area.w - (margin * 2);
- rect.h = ctx->button_height;
- for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
- SDL_GamepadButton button = (SDL_GamepadButton)i;
- if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
- !SDL_GamepadHasButton(gamepad, button)) {
- continue;
- }
- if (SDL_PointInRectFloat(&point, &rect)) {
- return i;
- }
- rect.y += ctx->button_height + 2.0f;
- }
- for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
- SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
- SDL_FRect area;
- if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
- !SDL_GamepadHasAxis(gamepad, axis)) {
- continue;
- }
- area.x = rect.x + center + 2.0f;
- area.y = rect.y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- area.w = ctx->arrow_width + arrow_extent;
- area.h = ctx->button_height;
- if (SDL_PointInRectFloat(&point, &area)) {
- switch (axis) {
- case SDL_GAMEPAD_AXIS_LEFTX:
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE;
- case SDL_GAMEPAD_AXIS_LEFTY:
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE;
- case SDL_GAMEPAD_AXIS_RIGHTX:
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE;
- case SDL_GAMEPAD_AXIS_RIGHTY:
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE;
- default:
- break;
- }
- }
- area.x += area.w;
- if (SDL_PointInRectFloat(&point, &area)) {
- switch (axis) {
- case SDL_GAMEPAD_AXIS_LEFTX:
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE;
- case SDL_GAMEPAD_AXIS_LEFTY:
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE;
- case SDL_GAMEPAD_AXIS_RIGHTX:
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE;
- case SDL_GAMEPAD_AXIS_RIGHTY:
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE;
- case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
- return SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER;
- case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
- return SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER;
- default:
- break;
- }
- }
- rect.y += ctx->button_height + 2.0f;
- }
- return SDL_GAMEPAD_ELEMENT_INVALID;
- }
- static void RenderGamepadElementHighlight(GamepadDisplay *ctx, int element, const SDL_FRect *area)
- {
- if (element == ctx->element_highlighted || element == ctx->element_selected) {
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- if (element == ctx->element_highlighted) {
- if (ctx->element_pressed) {
- SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
- }
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, SELECTED_COLOR);
- }
- SDL_RenderFillRect(ctx->renderer, area);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- }
- }
- void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, float *euler_displacement_angles, Quaternion *gyro_quaternion, int reported_senor_rate_hz, int estimated_sensor_rate_hz, EGyroCalibrationPhase calibration_phase, float drift_calibration_progress_frac, float accelerometer_noise_sq, float accelerometer_noise_tolerance_sq)
- {
- if (!ctx) {
- return;
- }
- const int SENSOR_UPDATE_INTERVAL_MS = 100;
- Uint64 now = SDL_GetTicks();
- if (now > ctx->next_reported_sensor_time) {
- ctx->estimated_sensor_rate_hz = estimated_sensor_rate_hz;
- if (reported_senor_rate_hz != 0) {
- ctx->reported_sensor_rate_hz = reported_senor_rate_hz;
- }
- ctx->next_reported_sensor_time = now + SENSOR_UPDATE_INTERVAL_MS;
- }
- SDL_memcpy(ctx->gyro_drift_solution, gyro_drift_solution, sizeof(ctx->gyro_drift_solution));
- SDL_memcpy(ctx->euler_displacement_angles, euler_displacement_angles, sizeof(ctx->euler_displacement_angles));
- ctx->gyro_quaternion = *gyro_quaternion;
- ctx->current_calibration_phase = calibration_phase;
- ctx->calibration_phase_progress_fraction = drift_calibration_progress_frac;
- ctx->accelerometer_noise_sq = accelerometer_noise_sq;
- ctx->accelerometer_noise_tolerance_sq = accelerometer_noise_tolerance_sq;
- }
- extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx)
- {
- if (!ctx) {
- return NULL;
- }
- return ctx->reset_gyro_button;
- }
- extern GamepadButton *GetGyroCalibrateButton(GyroDisplay *ctx)
- {
- if (!ctx) {
- return NULL;
- }
- return ctx->calibrate_gyro_button;
- }
- void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
- {
- float x, y;
- int i;
- char text[128], binding[32];
- const float margin = 8.0f;
- const float center = ctx->area.w / 2.0f;
- const float arrow_extent = 48.0f;
- SDL_FRect dst, rect, highlight;
- Uint8 r, g, b, a;
- char *mapping;
- bool has_accel;
- bool has_gyro;
- if (!ctx) {
- return;
- }
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- mapping = SDL_GetGamepadMapping(gamepad);
- x = ctx->area.x + margin;
- y = ctx->area.y + margin;
- for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
- SDL_GamepadButton button = (SDL_GamepadButton)i;
- if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
- !SDL_GamepadHasButton(gamepad, button)) {
- continue;
- }
- highlight.x = x;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = ctx->area.w - (margin * 2);
- highlight.h = ctx->button_height;
- RenderGamepadElementHighlight(ctx, i, &highlight);
- 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, button)) {
- 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 = ctx->button_width;
- dst.h = ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
- if (GetButtonBindingString(button, mapping, binding, sizeof(binding))) {
- dst.x += dst.w + 2 * margin;
- SDLTest_DrawString(ctx->renderer, dst.x, y, binding);
- }
- }
- y += ctx->button_height + 2.0f;
- }
- for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
- SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
- bool has_negative = (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
- Sint16 value;
- if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
- !SDL_GamepadHasAxis(gamepad, axis)) {
- continue;
- }
- value = SDL_GetGamepadAxis(gamepad, axis);
- SDL_snprintf(text, sizeof(text), "%s:", gamepad_axis_names[i]);
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- highlight.x = x + center + 2.0f;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = ctx->arrow_width + arrow_extent;
- highlight.h = ctx->button_height;
- switch (axis) {
- case SDL_GAMEPAD_AXIS_LEFTX:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_LEFTY:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_RIGHTX:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_RIGHTY:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, &highlight);
- break;
- default:
- break;
- }
- highlight.x += highlight.w;
- switch (axis) {
- case SDL_GAMEPAD_AXIS_LEFTX:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_LEFTY:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_RIGHTX:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_RIGHTY:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, &highlight);
- break;
- case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
- RenderGamepadElementHighlight(ctx, SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, &highlight);
- break;
- default:
- break;
- }
- dst.x = x + center + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
- dst.w = ctx->arrow_width;
- dst.h = 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 += 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 = 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);
- }
- if (ctx->display_mode == CONTROLLER_MODE_BINDING && has_negative) {
- if (GetAxisBindingString(axis, -1, mapping, binding, sizeof(binding))) {
- float text_x;
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- text_x = dst.x + arrow_extent / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
- SDLTest_DrawString(ctx->renderer, text_x, y, binding);
- }
- }
- 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);
- }
- if (ctx->display_mode == CONTROLLER_MODE_BINDING) {
- if (GetAxisBindingString(axis, 1, mapping, binding, sizeof(binding))) {
- float text_x;
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- text_x = dst.x + arrow_extent / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(binding)) / 2;
- SDLTest_DrawString(ctx->renderer, text_x, y, binding);
- }
- }
- 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 + 2.0f;
- }
- if (ctx->display_mode == CONTROLLER_MODE_TESTING) {
- if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
- int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
- for (i = 0; i < num_fingers; ++i) {
- bool down;
- float finger_x, finger_y, finger_pressure;
- if (!SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &down, &finger_x, &finger_y, &finger_pressure)) {
- 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 (down) {
- 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 = ctx->button_width;
- dst.h = ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- if (down) {
- 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]m/s%s", ctx->accel_data[0], ctx->accel_data[1], ctx->accel_data[2], SQUARED_UTF8 );
- 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]%s/s", ctx->gyro_data[0] * RAD_TO_DEG, ctx->gyro_data[1] * RAD_TO_DEG, ctx->gyro_data[2] * RAD_TO_DEG, DEGREE_UTF8);
- SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
- /* Display the testcontroller tool's evaluation of drift. This is also useful to get an average rate of turn in calibrated turntable tests. */
- if (ctx->gyro_drift_correction_data[0] != 0.0f && ctx->gyro_drift_correction_data[2] != 0.0f && ctx->gyro_drift_correction_data[2] != 0.0f )
- {
- y += ctx->button_height + 2.0f;
- SDL_strlcpy(text, "Gyro Drift:", sizeof(text));
- SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
- SDL_snprintf(text, sizeof(text), "[%.2f,%.2f,%.2f]%s/s", ctx->gyro_drift_correction_data[0] * RAD_TO_DEG, ctx->gyro_drift_correction_data[1] * RAD_TO_DEG, ctx->gyro_drift_correction_data[2] * RAD_TO_DEG, DEGREE_UTF8);
- SDLTest_DrawString(ctx->renderer, x + center + 2.0f, y, text);
- }
- }
- }
- }
- SDL_free(mapping);
- }
- void DestroyGamepadDisplay(GamepadDisplay *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_DestroyTexture(ctx->button_texture);
- SDL_DestroyTexture(ctx->arrow_texture);
- SDL_free(ctx);
- }
- void RenderSensorTimingInfo(GyroDisplay *ctx, GamepadDisplay *gamepad_display)
- {
- /* Sensor timing section */
- char text[128];
- const float new_line_height = gamepad_display->button_height + 2.0f;
- const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 35.0f;
- /* Anchor to bottom left of principle rect. */
- float text_y_pos = ctx->area.y + ctx->area.h - new_line_height * 2;
- /*
- * Display rate of gyro as reported by the HID implementation.
- * This could be based on a hardware time stamp (PS5), or it could be generated by the HID implementation.
- * One should expect this to match the estimated rate below, assuming a wired connection.
- */
- SDL_strlcpy(text, "HID Sensor Time:", sizeof(text));
- SDLTest_DrawString(ctx->renderer, text_offset_x - SDL_strlen(text) * FONT_CHARACTER_SIZE, text_y_pos, text);
- if (ctx->reported_sensor_rate_hz > 0) {
- /* Convert to micro seconds */
- const int delta_time_us = (int)1e6 / ctx->reported_sensor_rate_hz;
- SDL_snprintf(text, sizeof(text), "%d%ss %dhz", delta_time_us, MICRO_UTF8, ctx->reported_sensor_rate_hz);
- } else {
- SDL_snprintf(text, sizeof(text), "????%ss ???hz", MICRO_UTF8);
- }
- SDLTest_DrawString(ctx->renderer, text_offset_x + 2.0f, text_y_pos, text);
- /*
- * Display the instrumentation's count of all sensor packets received over time.
- * This may represent a more accurate polling rate for the IMU
- * But only when using a wired connection.
- * It does not necessarily reflect the rate at which the IMU is sampled.
- */
- text_y_pos += new_line_height;
- SDL_strlcpy(text, "Est.Sensor Time:", sizeof(text));
- SDLTest_DrawString(ctx->renderer, text_offset_x - SDL_strlen(text) * FONT_CHARACTER_SIZE, text_y_pos, text);
- if (ctx->estimated_sensor_rate_hz > 0) {
- /* Convert to micro seconds */
- const int delta_time_us = (int)1e6 / ctx->estimated_sensor_rate_hz;
- SDL_snprintf(text, sizeof(text), "%d%ss %dhz", delta_time_us, MICRO_UTF8, ctx->estimated_sensor_rate_hz);
- } else {
- SDL_snprintf(text, sizeof(text), "????%ss ???hz", MICRO_UTF8);
- }
- SDLTest_DrawString(ctx->renderer, text_offset_x + 2.0f, text_y_pos, text);
- }
- void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_display )
- {
- char label_text[128];
- float log_y = ctx->area.y + BUTTON_PADDING;
- const float new_line_height = gamepad_display->button_height + 2.0f;
- GamepadButton *start_calibration_button = GetGyroCalibrateButton(ctx);
- /* Show the recalibration progress bar. */
- float recalibrate_button_width = GetGamepadButtonLabelWidth(start_calibration_button) + 2 * BUTTON_PADDING;
- SDL_FRect recalibrate_button_area;
- recalibrate_button_area.x = ctx->area.x + ctx->area.w - recalibrate_button_width - BUTTON_PADDING;
- recalibrate_button_area.y = log_y + FONT_CHARACTER_SIZE * 0.5f - gamepad_display->button_height * 0.5f;
- recalibrate_button_area.w = GetGamepadButtonLabelWidth(start_calibration_button) + 2.0f * BUTTON_PADDING;
- recalibrate_button_area.h = gamepad_display->button_height + BUTTON_PADDING * 2.0f;
- /* Above button */
- SDL_strlcpy(label_text, "Gyro Orientation:", sizeof(label_text));
- SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y - new_line_height, label_text);
- /* Button label vs state */
- if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
- SDL_strlcpy(label_text, "Start Gyro Calibration", sizeof(label_text));
- } else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING) {
- SDL_snprintf(label_text, sizeof(label_text), "Noise Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
- } else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING) {
- SDL_snprintf(label_text, sizeof(label_text), "Drift Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
- } else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
- SDL_strlcpy(label_text, "Recalibrate Gyro", sizeof(label_text));
- }
- SetGamepadButtonLabel(start_calibration_button, label_text);
- SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
- RenderGamepadButton(start_calibration_button);
- bool bExtremeNoise = ctx->accelerometer_noise_sq > ACCELEROMETER_MAX_NOISE_G_SQ;
- /* Explicit warning message if we detect too much movement */
- if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
- if (bExtremeNoise) {
- SDL_strlcpy(label_text, "GamePad Must Be Still", sizeof(label_text));
- SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height, label_text);
- SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
- SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
- }
- }
- if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING ||
- ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING)
- {
- float flAbsoluteNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / ACCELEROMETER_MAX_NOISE_G_SQ, 0.0f, 1.0f);
- float flAbsoluteToleranceFraction = SDL_clamp(ctx->accelerometer_noise_tolerance_sq / ACCELEROMETER_MAX_NOISE_G_SQ, 0.0f, 1.0f);
- float flMaxNoiseForThisPhase = ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING ? ACCELEROMETER_MAX_NOISE_G_SQ : ctx->accelerometer_noise_tolerance_sq;
- float flRelativeNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / flMaxNoiseForThisPhase, 0.0f, 1.0f);
- float noise_bar_height = gamepad_display->button_height;
- SDL_FRect noise_bar_rect;
- noise_bar_rect.x = recalibrate_button_area.x;
- noise_bar_rect.y = recalibrate_button_area.y + recalibrate_button_area.h + BUTTON_PADDING;
- noise_bar_rect.w = recalibrate_button_area.w;
- noise_bar_rect.h = noise_bar_height;
- SDL_snprintf(label_text, sizeof(label_text), "Accelerometer Noise Tolerance: %3.3fG ", SDL_sqrtf(ctx->accelerometer_noise_tolerance_sq) );
- SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
- /* Adjust the noise bar rectangle based on the accelerometer noise value */
- float noise_bar_fill_width = flAbsoluteNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
- SDL_FRect noise_bar_fill_rect;
- noise_bar_fill_rect.x = noise_bar_rect.x + (noise_bar_rect.w - noise_bar_fill_width) * 0.5f;
- noise_bar_fill_rect.y = noise_bar_rect.y;
- noise_bar_fill_rect.w = noise_bar_fill_width;
- noise_bar_fill_rect.h = noise_bar_height;
- /* Set the color based on the noise value vs the tolerance */
- Uint8 red = (Uint8)(flRelativeNoiseFraction * 255.0f);
- Uint8 green = (Uint8)((1.0f - flRelativeNoiseFraction) * 255.0f);
- SDL_SetRenderDrawColor(ctx->renderer, red, green, 0, 255); /* red when high noise, green when low noise */
- SDL_RenderFillRect(ctx->renderer, &noise_bar_fill_rect); /* draw the filled rectangle */
- float tolerance_bar_fill_width = flAbsoluteToleranceFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
- SDL_FRect tolerance_bar_rect;
- tolerance_bar_rect.x = noise_bar_rect.x + (noise_bar_rect.w - tolerance_bar_fill_width) * 0.5f;
- tolerance_bar_rect.y = noise_bar_rect.y;
- tolerance_bar_rect.w = tolerance_bar_fill_width;
- tolerance_bar_rect.h = noise_bar_height;
- SDL_SetRenderDrawColor(ctx->renderer, 128, 128, 0, 255);
- SDL_RenderRect(ctx->renderer, &tolerance_bar_rect); /* draw the tolerance rectangle */
- SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box */
- SDL_RenderRect(ctx->renderer, &noise_bar_rect); /* draw the outline rectangle */
- /* Explicit warning message if we detect too much movement */
- bool bTooMuchNoise = (flAbsoluteNoiseFraction == 1.0f);
- if (bTooMuchNoise) {
- SDL_strlcpy(label_text, "Place GamePad Down!", sizeof(label_text));
- SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, noise_bar_rect.y + noise_bar_rect.h + new_line_height, label_text);
- }
- /* Drift progress bar */
- /* Demonstrate how far we are through the drift progress, and how it resets when there's "high noise", i.e if flNoiseFraction == 1.0f */
- SDL_FRect progress_bar_rect;
- progress_bar_rect.x = recalibrate_button_area.x + BUTTON_PADDING;
- progress_bar_rect.y = recalibrate_button_area.y + recalibrate_button_area.h * 0.5f + BUTTON_PADDING * 0.5f;
- progress_bar_rect.w = recalibrate_button_area.w - BUTTON_PADDING * 2.0f;
- progress_bar_rect.h = BUTTON_PADDING * 0.5f;
- /* Adjust the drift bar rectangle based on the drift calibration progress fraction */
- float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->calibration_phase_progress_fraction * progress_bar_rect.w;
- SDL_FRect progress_bar_fill;
- progress_bar_fill.x = progress_bar_rect.x;
- progress_bar_fill.y = progress_bar_rect.y;
- progress_bar_fill.w = drift_bar_fill_width;
- progress_bar_fill.h = progress_bar_rect.h;
- /* Set the color based on the drift calibration progress fraction */
- SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_GREEN); /* red when too much noise, green when low noise*/
- /* Now draw the bars with the filled, then empty rectangles */
- SDL_RenderFillRect(ctx->renderer, &progress_bar_fill); /* draw the filled rectangle*/
- SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box*/
- SDL_RenderRect(ctx->renderer, &progress_bar_rect); /* draw the outline rectangle*/
- /* If there is too much movement, we are going to draw two diagonal red lines between the progress rect corners.*/
- if (bTooMuchNoise) {
- SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_RED); /* red */
- SDL_RenderFillRect(ctx->renderer, &progress_bar_fill); /* draw the filled rectangle */
- }
- }
- }
- float RenderEulerReadout(GyroDisplay *ctx, GamepadDisplay *gamepad_display )
- {
- /* Get the mater button's width and base our width off that */
- GamepadButton *master_button = GetGyroCalibrateButton(ctx);
- SDL_FRect gyro_calibrate_button_rect;
- GetGamepadButtonArea(master_button, &gyro_calibrate_button_rect);
- char text[128];
- float log_y = gyro_calibrate_button_rect.y + gyro_calibrate_button_rect.h + BUTTON_PADDING;
- const float new_line_height = gamepad_display->button_height + 2.0f;
- float log_gyro_euler_text_x = gyro_calibrate_button_rect.x;
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- /* Pitch Readout */
- SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_RED);
- SDL_snprintf(text, sizeof(text), "Pitch: %6.2f%s", ctx->euler_displacement_angles[0], DEGREE_UTF8);
- SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
- /* Yaw Readout */
- SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_GREEN);
- log_y += new_line_height;
- SDL_snprintf(text, sizeof(text), " Yaw: %6.2f%s", ctx->euler_displacement_angles[1], DEGREE_UTF8);
- SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
- /* Roll Readout */
- SDL_SetRenderDrawColor(ctx->renderer, GYRO_COLOR_BLUE);
- log_y += new_line_height;
- SDL_snprintf(text, sizeof(text), " Roll: %6.2f%s", ctx->euler_displacement_angles[2], DEGREE_UTF8);
- SDLTest_DrawString(ctx->renderer, log_gyro_euler_text_x + 2.0f, log_y, text);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- return log_y + new_line_height; /* Return the next y position for further rendering */
- }
- /* Draws the 3D cube, circles and accel arrow, positioning itself relative to the calibrate button. */
- void RenderGyroGizmo(GyroDisplay *ctx, SDL_Gamepad *gamepad, float top)
- {
- /* Get the calibrate button's on-screen area: */
- GamepadButton *btn = GetGyroCalibrateButton(ctx);
- SDL_FRect btnArea;
- GetGamepadButtonArea(btn, &btnArea);
- float gizmoSize = btnArea.w;
- /* Position it centered horizontally above the button with a small gap */
- SDL_FRect gizmoRect;
- gizmoRect.x = btnArea.x + (btnArea.w - gizmoSize) * 0.5f;
- gizmoRect.y = top;
- gizmoRect.w = gizmoSize;
- gizmoRect.h = gizmoSize;
- /* Draw the rotated cube */
- DrawGyroDebugCube(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
- /* Draw positive axes */
- DrawGyroDebugAxes(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
- /* Overlay the XYZ circles */
- DrawGyroDebugCircle(ctx->renderer, &ctx->gyro_quaternion, &gizmoRect);
- /* If we have accel, draw that arrow too */
- if (SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL)) {
- float accel[3];
- SDL_GetGamepadSensorData(gamepad, SDL_SENSOR_ACCEL, accel, SDL_arraysize(accel));
- DrawAccelerometerDebugArrow(ctx->renderer, &ctx->gyro_quaternion, accel, &gizmoRect);
- }
- /* Follow the size of the main button, but position it below the gizmo */
- GamepadButton *reset_button = GetGyroResetButton(ctx);
- if (reset_button) {
- SDL_FRect reset_area;
- GetGamepadButtonArea(reset_button, &reset_area);
- /* Position the reset button below the gizmo */
- reset_area.x = btnArea.x;
- reset_area.y = gizmoRect.y + gizmoRect.h + BUTTON_PADDING * 0.5f;
- reset_area.w = btnArea.w;
- reset_area.h = btnArea.h;
- SetGamepadButtonArea(reset_button, &reset_area);
- RenderGamepadButton(reset_button);
- }
- }
- void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Gamepad *gamepad)
- {
- if (!ctx)
- return;
- bool bHasAccelerometer = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL);
- bool bHasGyroscope = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
- bool bHasIMU = bHasAccelerometer || bHasGyroscope;
- if (!bHasIMU)
- return;
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- RenderSensorTimingInfo(ctx, gamepadElements);
- RenderGyroDriftCalibrationButton(ctx, gamepadElements);
- /* Render Gyro calibration phases */
- if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
- float bottom = RenderEulerReadout(ctx, gamepadElements);
- RenderGyroGizmo(ctx, gamepad, bottom);
- }
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- }
- void DestroyGyroDisplay(GyroDisplay *ctx)
- {
- if (!ctx) {
- return;
- }
- DestroyGamepadButton(ctx->reset_gyro_button);
- DestroyGamepadButton(ctx->calibrate_gyro_button);
- SDL_free(ctx);
- }
- struct GamepadTypeDisplay
- {
- SDL_Renderer *renderer;
- int type_highlighted;
- bool type_pressed;
- int type_selected;
- SDL_GamepadType real_type;
- SDL_FRect area;
- };
- GamepadTypeDisplay *CreateGamepadTypeDisplay(SDL_Renderer *renderer)
- {
- GamepadTypeDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
- if (ctx) {
- ctx->renderer = renderer;
- ctx->type_highlighted = SDL_GAMEPAD_TYPE_UNSELECTED;
- ctx->type_selected = SDL_GAMEPAD_TYPE_UNSELECTED;
- ctx->real_type = SDL_GAMEPAD_TYPE_UNKNOWN;
- }
- return ctx;
- }
- void SetGamepadTypeDisplayArea(GamepadTypeDisplay *ctx, const SDL_FRect *area)
- {
- if (!ctx) {
- return;
- }
- SDL_copyp(&ctx->area, area);
- }
- void SetGamepadTypeDisplayHighlight(GamepadTypeDisplay *ctx, int type, bool pressed)
- {
- if (!ctx) {
- return;
- }
- ctx->type_highlighted = type;
- ctx->type_pressed = pressed;
- }
- void SetGamepadTypeDisplaySelected(GamepadTypeDisplay *ctx, int type)
- {
- if (!ctx) {
- return;
- }
- ctx->type_selected = type;
- }
- void SetGamepadTypeDisplayRealType(GamepadTypeDisplay *ctx, SDL_GamepadType type)
- {
- if (!ctx) {
- return;
- }
- ctx->real_type = type;
- }
- int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y)
- {
- int i;
- const float margin = 8.0f;
- const float line_height = 16.0f;
- SDL_FRect highlight;
- SDL_FPoint point;
- if (!ctx) {
- return SDL_GAMEPAD_TYPE_UNSELECTED;
- }
- point.x = x;
- point.y = y;
- x = ctx->area.x + margin;
- y = ctx->area.y + margin;
- for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
- highlight.x = x;
- highlight.y = y;
- highlight.w = ctx->area.w - (margin * 2);
- highlight.h = line_height;
- if (SDL_PointInRectFloat(&point, &highlight)) {
- return i;
- }
- y += line_height;
- }
- return SDL_GAMEPAD_TYPE_UNSELECTED;
- }
- static void RenderGamepadTypeHighlight(GamepadTypeDisplay *ctx, int type, const SDL_FRect *area)
- {
- if (type == ctx->type_highlighted || type == ctx->type_selected) {
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- if (type == ctx->type_highlighted) {
- if (ctx->type_pressed) {
- SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
- }
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, SELECTED_COLOR);
- }
- SDL_RenderFillRect(ctx->renderer, area);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- }
- }
- void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx)
- {
- float x, y;
- int i;
- char text[128];
- const float margin = 8.0f;
- const float line_height = 16.0f;
- SDL_FPoint dst;
- SDL_FRect highlight;
- if (!ctx) {
- return;
- }
- x = ctx->area.x + margin;
- y = ctx->area.y + margin;
- for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
- highlight.x = x;
- highlight.y = y;
- highlight.w = ctx->area.w - (margin * 2);
- highlight.h = line_height;
- RenderGamepadTypeHighlight(ctx, i, &highlight);
- if (i == SDL_GAMEPAD_TYPE_UNKNOWN) {
- if (ctx->real_type == SDL_GAMEPAD_TYPE_UNKNOWN ||
- ctx->real_type == SDL_GAMEPAD_TYPE_STANDARD) {
- SDL_strlcpy(text, "Auto (Standard)", sizeof(text));
- } else {
- SDL_snprintf(text, sizeof(text), "Auto (%s)", GetGamepadTypeString(ctx->real_type));
- }
- } else if (i == SDL_GAMEPAD_TYPE_STANDARD) {
- SDL_strlcpy(text, "Standard", sizeof(text));
- } else {
- SDL_strlcpy(text, GetGamepadTypeString((SDL_GamepadType)i), sizeof(text));
- }
- dst.x = x + margin;
- dst.y = y + line_height / 2 - FONT_CHARACTER_SIZE / 2;
- SDLTest_DrawString(ctx->renderer, dst.x, dst.y, text);
- y += line_height;
- }
- }
- void DestroyGamepadTypeDisplay(GamepadTypeDisplay *ctx)
- {
- if (!ctx) {
- return;
- }
- SDL_free(ctx);
- }
- struct JoystickDisplay
- {
- SDL_Renderer *renderer;
- SDL_Texture *button_texture;
- SDL_Texture *arrow_texture;
- float button_width;
- float button_height;
- float arrow_width;
- float arrow_height;
- SDL_FRect area;
- char *element_highlighted;
- bool element_pressed;
- };
- 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_png, gamepad_button_small_png_len);
- SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
- ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_png, gamepad_axis_arrow_png_len);
- SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
- }
- return ctx;
- }
- void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_FRect *area)
- {
- if (!ctx) {
- return;
- }
- SDL_copyp(&ctx->area, area);
- }
- char *GetJoystickDisplayElementAt(JoystickDisplay *ctx, SDL_Joystick *joystick, float x, float y)
- {
- SDL_FPoint point;
- 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, highlight;
- char *element = NULL;
- if (!ctx) {
- return NULL;
- }
- point.x = x;
- point.y = y;
- x = ctx->area.x + margin;
- y = ctx->area.y + margin;
- if (nbuttons > 0) {
- y += FONT_LINE_HEIGHT + 2;
- for (i = 0; i < nbuttons; ++i) {
- highlight.x = x;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = center - (margin * 2);
- highlight.h = ctx->button_height;
- if (SDL_PointInRectFloat(&point, &highlight)) {
- SDL_asprintf(&element, "b%d", i);
- return element;
- }
- y += ctx->button_height + 2;
- }
- }
- x = ctx->area.x + margin + center + margin;
- y = ctx->area.y + margin;
- if (naxes > 0) {
- y += FONT_LINE_HEIGHT + 2;
- for (i = 0; i < naxes; ++i) {
- SDL_snprintf(text, sizeof(text), "%d:", i);
- highlight.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = ctx->arrow_width + arrow_extent;
- highlight.h = ctx->button_height;
- if (SDL_PointInRectFloat(&point, &highlight)) {
- SDL_asprintf(&element, "-a%d", i);
- return element;
- }
- highlight.x += highlight.w;
- if (SDL_PointInRectFloat(&point, &highlight)) {
- SDL_asprintf(&element, "+a%d", i);
- return element;
- }
- y += ctx->button_height + 2;
- }
- }
- y += FONT_LINE_HEIGHT + 2;
- if (nhats > 0) {
- y += FONT_LINE_HEIGHT + 2 + 1.5f * ctx->button_height - FONT_CHARACTER_SIZE / 2;
- for (i = 0; i < nhats; ++i) {
- SDL_snprintf(text, sizeof(text), "%d:", i);
- dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- dst.w = ctx->button_width;
- dst.h = ctx->button_height;
- if (SDL_PointInRectFloat(&point, &dst)) {
- SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_LEFT);
- return element;
- }
- dst.x += ctx->button_width;
- dst.y -= ctx->button_height;
- if (SDL_PointInRectFloat(&point, &dst)) {
- SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_UP);
- return element;
- }
- dst.y += ctx->button_height * 2;
- if (SDL_PointInRectFloat(&point, &dst)) {
- SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_DOWN);
- return element;
- }
- dst.x += ctx->button_width;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- if (SDL_PointInRectFloat(&point, &dst)) {
- SDL_asprintf(&element, "h%d.%d", i, SDL_HAT_RIGHT);
- return element;
- }
- y += 3 * ctx->button_height + 2;
- }
- }
- return NULL;
- }
- void SetJoystickDisplayHighlight(JoystickDisplay *ctx, const char *element, bool pressed)
- {
- if (ctx->element_highlighted) {
- SDL_free(ctx->element_highlighted);
- ctx->element_highlighted = NULL;
- ctx->element_pressed = false;
- }
- if (element) {
- ctx->element_highlighted = SDL_strdup(element);
- ctx->element_pressed = pressed;
- }
- }
- static void RenderJoystickButtonHighlight(JoystickDisplay *ctx, int button, const SDL_FRect *area)
- {
- if (!ctx->element_highlighted || *ctx->element_highlighted != 'b') {
- return;
- }
- if (SDL_atoi(ctx->element_highlighted + 1) == button) {
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- if (ctx->element_pressed) {
- SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
- }
- SDL_RenderFillRect(ctx->renderer, area);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- }
- }
- static void RenderJoystickAxisHighlight(JoystickDisplay *ctx, int axis, int direction, const SDL_FRect *area)
- {
- char prefix = (direction < 0 ? '-' : '+');
- if (!ctx->element_highlighted ||
- ctx->element_highlighted[0] != prefix ||
- ctx->element_highlighted[1] != 'a') {
- return;
- }
- if (SDL_atoi(ctx->element_highlighted + 2) == axis) {
- Uint8 r, g, b, a;
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- if (ctx->element_pressed) {
- SDL_SetRenderDrawColor(ctx->renderer, PRESSED_COLOR);
- } else {
- SDL_SetRenderDrawColor(ctx->renderer, HIGHLIGHT_COLOR);
- }
- SDL_RenderFillRect(ctx->renderer, area);
- SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
- }
- }
- static bool SetupJoystickHatHighlight(JoystickDisplay *ctx, int hat, int direction)
- {
- if (!ctx->element_highlighted || *ctx->element_highlighted != 'h') {
- return false;
- }
- if (SDL_atoi(ctx->element_highlighted + 1) == hat &&
- ctx->element_highlighted[2] == '.' &&
- SDL_atoi(ctx->element_highlighted + 3) == direction) {
- if (ctx->element_pressed) {
- SDL_SetTextureColorMod(ctx->button_texture, PRESSED_TEXTURE_MOD);
- } else {
- SDL_SetTextureColorMod(ctx->button_texture, HIGHLIGHT_TEXTURE_MOD);
- }
- return true;
- }
- return false;
- }
- 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, highlight;
- Uint8 r, g, b, a;
- if (!ctx) {
- return;
- }
- SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
- x = ctx->area.x + margin;
- y = 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) {
- highlight.x = x;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = center - (margin * 2);
- highlight.h = ctx->button_height;
- RenderJoystickButtonHighlight(ctx, i, &highlight);
- SDL_snprintf(text, sizeof(text), "%2d:", 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 = ctx->button_width;
- dst.h = ctx->button_height;
- SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
- y += ctx->button_height + 2;
- }
- }
- x = ctx->area.x + margin + center + margin;
- y = 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);
- highlight.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
- highlight.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
- highlight.w = ctx->arrow_width + arrow_extent;
- highlight.h = ctx->button_height;
- RenderJoystickAxisHighlight(ctx, i, -1, &highlight);
- highlight.x += highlight.w;
- RenderJoystickAxisHighlight(ctx, i, 1, &highlight);
- dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
- dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
- dst.w = ctx->arrow_width;
- dst.h = 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 += 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 = 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 if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_LEFT)) {
- 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 = ctx->button_width;
- dst.h = 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 if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_UP)) {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x += ctx->button_width;
- dst.y -= 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 if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_DOWN)) {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.y += 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 if (!SetupJoystickHatHighlight(ctx, i, SDL_HAT_RIGHT)) {
- SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
- }
- dst.x += 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;
- float background_width;
- float background_height;
- SDL_FRect area;
- char *label;
- float label_width;
- float label_height;
- bool highlight;
- bool pressed;
- };
- 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_png, gamepad_button_background_png_len);
- SDL_GetTextureSize(ctx->background, &ctx->background_width, &ctx->background_height);
- SetGamepadButtonLabel(ctx, label);
- }
- return ctx;
- }
- void SetGamepadButtonLabel(GamepadButton *ctx, const char *label)
- {
- if (!ctx) {
- return;
- }
- SDL_free(ctx->label);
- ctx->label = SDL_strdup(label);
- ctx->label_width = (float)(FONT_CHARACTER_SIZE * SDL_strlen(label));
- ctx->label_height = (float)FONT_CHARACTER_SIZE;
- }
- void SetGamepadButtonArea(GamepadButton *ctx, const SDL_FRect *area)
- {
- if (!ctx) {
- return;
- }
- SDL_copyp(&ctx->area, area);
- }
- void GetGamepadButtonArea(GamepadButton *ctx, SDL_FRect *area)
- {
- if (!ctx) {
- SDL_zerop(area);
- return;
- }
- SDL_copyp(area, &ctx->area);
- }
- void SetGamepadButtonHighlight(GamepadButton *ctx, bool highlight, bool pressed)
- {
- if (!ctx) {
- return;
- }
- ctx->highlight = highlight;
- if (highlight) {
- ctx->pressed = pressed;
- } else {
- ctx->pressed = false;
- }
- }
- float GetGamepadButtonLabelWidth(GamepadButton *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->label_width;
- }
- float GetGamepadButtonLabelHeight(GamepadButton *ctx)
- {
- if (!ctx) {
- return 0;
- }
- return ctx->label_height;
- }
- bool GamepadButtonContains(GamepadButton *ctx, float x, float y)
- {
- SDL_FPoint point;
- if (!ctx) {
- return 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 = ctx->background_width / 3;
- one_third_src_height = ctx->background_height / 3;
- if (ctx->pressed) {
- SDL_SetTextureColorMod(ctx->background, PRESSED_TEXTURE_MOD);
- } else if (ctx->highlight) {
- SDL_SetTextureColorMod(ctx->background, HIGHLIGHT_TEXTURE_MOD);
- } 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 = 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 = 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 = ctx->area.h - 2 * one_third_src_height;
- SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
- /* Right */
- src.x = 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 = 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 = 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);
- }
- typedef struct
- {
- char *guid;
- char *name;
- int num_elements;
- char **keys;
- char **values;
- } MappingParts;
- static bool AddMappingKeyValue(MappingParts *parts, char *key, char *value);
- static bool AddMappingHalfAxisValue(MappingParts *parts, const char *key, const char *value, char sign)
- {
- char *new_key, *new_value;
- if (SDL_asprintf(&new_key, "%c%s", sign, key) < 0) {
- return false;
- }
- if (*value && value[SDL_strlen(value) - 1] == '~') {
- /* Invert the sign of the bound axis */
- if (sign == '+') {
- sign = '-';
- } else {
- sign = '+';
- }
- }
- if (SDL_asprintf(&new_value, "%c%s", sign, value) < 0) {
- SDL_free(new_key);
- return false;
- }
- if (new_value[SDL_strlen(new_value) - 1] == '~') {
- new_value[SDL_strlen(new_value) - 1] = '\0';
- }
- return AddMappingKeyValue(parts, new_key, new_value);
- }
- static bool AddMappingKeyValue(MappingParts *parts, char *key, char *value)
- {
- int axis;
- char **new_keys, **new_values;
- if (!key || !value) {
- SDL_free(key);
- SDL_free(value);
- return false;
- }
- /* Split axis values for easy binding purposes */
- for (axis = 0; axis < SDL_GAMEPAD_AXIS_LEFT_TRIGGER; ++axis) {
- if (SDL_strcmp(key, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)axis)) == 0) {
- bool result;
- result = AddMappingHalfAxisValue(parts, key, value, '-') &&
- AddMappingHalfAxisValue(parts, key, value, '+');
- SDL_free(key);
- SDL_free(value);
- return result;
- }
- }
- new_keys = (char **)SDL_realloc(parts->keys, (parts->num_elements + 1) * sizeof(*new_keys));
- if (!new_keys) {
- return false;
- }
- parts->keys = new_keys;
- new_values = (char **)SDL_realloc(parts->values, (parts->num_elements + 1) * sizeof(*new_values));
- if (!new_values) {
- return false;
- }
- parts->values = new_values;
- new_keys[parts->num_elements] = key;
- new_values[parts->num_elements] = value;
- ++parts->num_elements;
- return true;
- }
- static void SplitMapping(const char *mapping, MappingParts *parts)
- {
- const char *current, *comma, *colon, *key, *value;
- char *new_key, *new_value;
- SDL_zerop(parts);
- if (!mapping || !*mapping) {
- return;
- }
- /* Get the guid */
- current = mapping;
- comma = SDL_strchr(current, ',');
- if (!comma) {
- parts->guid = SDL_strdup(current);
- return;
- }
- parts->guid = SDL_strndup(current, (comma - current));
- current = comma + 1;
- /* Get the name */
- comma = SDL_strchr(current, ',');
- if (!comma) {
- parts->name = SDL_strdup(current);
- return;
- }
- if (*current != '*') {
- parts->name = SDL_strndup(current, (comma - current));
- }
- current = comma + 1;
- for (;;) {
- colon = SDL_strchr(current, ':');
- if (!colon) {
- break;
- }
- key = current;
- value = colon + 1;
- comma = SDL_strchr(value, ',');
- new_key = SDL_strndup(key, (colon - key));
- if (comma) {
- new_value = SDL_strndup(value, (comma - value));
- } else {
- new_value = SDL_strdup(value);
- }
- if (!AddMappingKeyValue(parts, new_key, new_value)) {
- break;
- }
- if (comma) {
- current = comma + 1;
- } else {
- break;
- }
- }
- }
- static int FindMappingKey(const MappingParts *parts, const char *key)
- {
- int i;
- if (key) {
- for (i = 0; i < parts->num_elements; ++i) {
- if (SDL_strcmp(key, parts->keys[i]) == 0) {
- return i;
- }
- }
- }
- return -1;
- }
- static void RemoveMappingValueAt(MappingParts *parts, int index)
- {
- SDL_free(parts->keys[index]);
- SDL_free(parts->values[index]);
- --parts->num_elements;
- if (index < parts->num_elements) {
- SDL_memmove(&parts->keys[index], &parts->keys[index] + 1, (parts->num_elements - index) * sizeof(parts->keys[index]));
- SDL_memmove(&parts->values[index], &parts->values[index] + 1, (parts->num_elements - index) * sizeof(parts->values[index]));
- }
- }
- static void ConvertBAXYMapping(MappingParts *parts)
- {
- int i;
- bool baxy_mapping = false;
- for (i = 0; i < parts->num_elements; ++i) {
- const char *key = parts->keys[i];
- const char *value = parts->values[i];
- if (SDL_strcmp(key, "hint") == 0 &&
- SDL_strcmp(value, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") == 0) {
- baxy_mapping = true;
- }
- }
- if (!baxy_mapping) {
- return;
- }
- /* Swap buttons, invert hint */
- for (i = 0; i < parts->num_elements; ++i) {
- char *key = parts->keys[i];
- char *value = parts->values[i];
- if (SDL_strcmp(key, "a") == 0) {
- parts->keys[i] = SDL_strdup("b");
- SDL_free(key);
- } else if (SDL_strcmp(key, "b") == 0) {
- parts->keys[i] = SDL_strdup("a");
- SDL_free(key);
- } else if (SDL_strcmp(key, "x") == 0) {
- parts->keys[i] = SDL_strdup("y");
- SDL_free(key);
- } else if (SDL_strcmp(key, "y") == 0) {
- parts->keys[i] = SDL_strdup("x");
- SDL_free(key);
- } else if (SDL_strcmp(key, "hint") == 0 &&
- SDL_strcmp(value, "SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") == 0) {
- parts->values[i] = SDL_strdup("!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1");
- SDL_free(value);
- }
- }
- }
- static void UpdateLegacyElements(MappingParts *parts)
- {
- ConvertBAXYMapping(parts);
- }
- static bool CombineMappingAxes(MappingParts *parts)
- {
- int i, matching, axis;
- for (i = 0; i < parts->num_elements; ++i) {
- char *key = parts->keys[i];
- char *current_value;
- char *matching_key;
- char *matching_value;
- if (*key != '-' && *key != '+') {
- continue;
- }
- for (axis = 0; axis < SDL_GAMEPAD_AXIS_LEFT_TRIGGER; ++axis) {
- if (SDL_strcmp(key + 1, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)axis)) == 0) {
- /* Look for a matching axis with the opposite sign */
- if (SDL_asprintf(&matching_key, "%c%s", (*key == '-' ? '+' : '-'), key + 1) < 0) {
- return false;
- }
- matching = FindMappingKey(parts, matching_key);
- if (matching >= 0) {
- /* Check to see if they're bound to the same axis */
- current_value = parts->values[i];
- matching_value = parts->values[matching];
- if (((*current_value == '-' && *matching_value == '+') ||
- (*current_value == '+' && *matching_value == '-')) &&
- SDL_strcmp(current_value + 1, matching_value + 1) == 0) {
- /* Combine these axes */
- if (*key == *current_value) {
- SDL_memmove(current_value, current_value + 1, SDL_strlen(current_value));
- } else {
- /* Invert the bound axis */
- SDL_memmove(current_value, current_value + 1, SDL_strlen(current_value)-1);
- current_value[SDL_strlen(current_value) - 1] = '~';
- }
- SDL_memmove(key, key + 1, SDL_strlen(key));
- RemoveMappingValueAt(parts, matching);
- }
- }
- SDL_free(matching_key);
- break;
- }
- }
- }
- return true;
- }
- typedef struct
- {
- MappingParts *parts;
- int index;
- } MappingSortEntry;
- static int SDLCALL SortMapping(const void *a, const void *b)
- {
- MappingSortEntry *A = (MappingSortEntry *)a;
- MappingSortEntry *B = (MappingSortEntry *)b;
- const char *keyA = A->parts->keys[A->index];
- const char *keyB = B->parts->keys[B->index];
- return SDL_strcmp(keyA, keyB);
- }
- static void MoveSortedEntry(const char *key, MappingSortEntry *sort_order, int num_elements, bool front)
- {
- int i;
- for (i = 0; i < num_elements; ++i) {
- MappingSortEntry *entry = &sort_order[i];
- if (SDL_strcmp(key, entry->parts->keys[entry->index]) == 0) {
- if (front && i != 0) {
- MappingSortEntry tmp = sort_order[i];
- SDL_memmove(&sort_order[1], &sort_order[0], sizeof(*sort_order)*i);
- sort_order[0] = tmp;
- } else if (!front && i != (num_elements - 1)) {
- MappingSortEntry tmp = sort_order[i];
- SDL_memmove(&sort_order[i], &sort_order[i + 1], sizeof(*sort_order)*(num_elements - i - 1));
- sort_order[num_elements - 1] = tmp;
- }
- break;
- }
- }
- }
- static char *JoinMapping(MappingParts *parts)
- {
- int i;
- size_t length;
- char *mapping;
- const char *guid;
- const char *name;
- MappingSortEntry *sort_order;
- UpdateLegacyElements(parts);
- CombineMappingAxes(parts);
- guid = parts->guid;
- if (!guid || !*guid) {
- guid = "*";
- }
- name = parts->name;
- if (!name || !*name) {
- name = "*";
- }
- length = SDL_strlen(guid) + 1 + SDL_strlen(name) + 1;
- for (i = 0; i < parts->num_elements; ++i) {
- length += SDL_strlen(parts->keys[i]) + 1;
- length += SDL_strlen(parts->values[i]) + 1;
- }
- length += 1;
- /* The sort order is: crc, platform, type, *, sdk, hint */
- sort_order = SDL_stack_alloc(MappingSortEntry, parts->num_elements);
- for (i = 0; i < parts->num_elements; ++i) {
- sort_order[i].parts = parts;
- sort_order[i].index = i;
- }
- SDL_qsort(sort_order, parts->num_elements, sizeof(*sort_order), SortMapping);
- MoveSortedEntry("face", sort_order, parts->num_elements, true);
- MoveSortedEntry("type", sort_order, parts->num_elements, true);
- MoveSortedEntry("platform", sort_order, parts->num_elements, true);
- MoveSortedEntry("crc", sort_order, parts->num_elements, true);
- MoveSortedEntry("sdk>=", sort_order, parts->num_elements, false);
- MoveSortedEntry("sdk<=", sort_order, parts->num_elements, false);
- MoveSortedEntry("hint", sort_order, parts->num_elements, false);
- /* Move platform to the front */
- mapping = (char *)SDL_malloc(length);
- if (mapping) {
- *mapping = '\0';
- SDL_strlcat(mapping, guid, length);
- SDL_strlcat(mapping, ",", length);
- SDL_strlcat(mapping, name, length);
- SDL_strlcat(mapping, ",", length);
- for (i = 0; i < parts->num_elements; ++i) {
- int next = sort_order[i].index;
- SDL_strlcat(mapping, parts->keys[next], length);
- SDL_strlcat(mapping, ":", length);
- SDL_strlcat(mapping, parts->values[next], length);
- SDL_strlcat(mapping, ",", length);
- }
- }
- SDL_stack_free(sort_order);
- return mapping;
- }
- static void FreeMappingParts(MappingParts *parts)
- {
- int i;
- SDL_free(parts->guid);
- SDL_free(parts->name);
- for (i = 0; i < parts->num_elements; ++i) {
- SDL_free(parts->keys[i]);
- SDL_free(parts->values[i]);
- }
- SDL_free(parts->keys);
- SDL_free(parts->values);
- SDL_zerop(parts);
- }
- /* Create a new mapping from the parts and free the old mapping and parts */
- static char *RecreateMapping(MappingParts *parts, char *mapping)
- {
- char *new_mapping = JoinMapping(parts);
- if (new_mapping) {
- SDL_free(mapping);
- mapping = new_mapping;
- }
- FreeMappingParts(parts);
- return mapping;
- }
- static const char *GetLegacyKey(const char *key, bool baxy)
- {
- if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_SOUTH)) == 0) {
- if (baxy) {
- return "b";
- } else {
- return "a";
- }
- }
- if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_EAST)) == 0) {
- if (baxy) {
- return "a";
- } else {
- return "b";
- }
- }
- if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_WEST)) == 0) {
- if (baxy) {
- return "y";
- } else {
- return "x";
- }
- }
- if (SDL_strcmp(key, SDL_GetGamepadStringForButton(SDL_GAMEPAD_BUTTON_NORTH)) == 0) {
- if (baxy) {
- return "y";
- } else {
- return "x";
- }
- }
- return key;
- }
- static bool MappingHasKey(const char *mapping, const char *key)
- {
- int i;
- MappingParts parts;
- bool result = false;
- SplitMapping(mapping, &parts);
- i = FindMappingKey(&parts, key);
- if (i < 0) {
- bool baxy_mapping = false;
- if (mapping && SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
- baxy_mapping = true;
- }
- i = FindMappingKey(&parts, GetLegacyKey(key, baxy_mapping));
- }
- if (i >= 0) {
- result = true;
- }
- FreeMappingParts(&parts);
- return result;
- }
- static char *GetMappingValue(const char *mapping, const char *key)
- {
- int i;
- MappingParts parts;
- char *value = NULL;
- SplitMapping(mapping, &parts);
- i = FindMappingKey(&parts, key);
- if (i < 0) {
- bool baxy_mapping = false;
- if (mapping && SDL_strstr(mapping, ",hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1") != NULL) {
- baxy_mapping = true;
- }
- i = FindMappingKey(&parts, GetLegacyKey(key, baxy_mapping));
- }
- if (i >= 0) {
- value = parts.values[i];
- parts.values[i] = NULL; /* So we don't free it */
- }
- FreeMappingParts(&parts);
- return value;
- }
- static char *SetMappingValue(char *mapping, const char *key, const char *value)
- {
- MappingParts parts;
- int i;
- char *new_key = NULL;
- char *new_value = NULL;
- char **new_keys = NULL;
- char **new_values = NULL;
- bool result = false;
- if (!key) {
- return mapping;
- }
- SplitMapping(mapping, &parts);
- i = FindMappingKey(&parts, key);
- if (i >= 0) {
- new_value = SDL_strdup(value);
- if (new_value) {
- SDL_free(parts.values[i]);
- parts.values[i] = new_value;
- result = true;
- }
- } else {
- int count = parts.num_elements;
- new_key = SDL_strdup(key);
- if (new_key) {
- new_value = SDL_strdup(value);
- if (new_value) {
- new_keys = (char **)SDL_realloc(parts.keys, (count + 1) * sizeof(*new_keys));
- if (new_keys) {
- new_values = (char **)SDL_realloc(parts.values, (count + 1) * sizeof(*new_values));
- if (new_values) {
- new_keys[count] = new_key;
- new_values[count] = new_value;
- parts.num_elements = (count + 1);
- parts.keys = new_keys;
- parts.values = new_values;
- result = true;
- }
- }
- }
- }
- }
- if (result) {
- mapping = RecreateMapping(&parts, mapping);
- } else {
- SDL_free(new_key);
- SDL_free(new_value);
- SDL_free(new_keys);
- SDL_free(new_values);
- }
- return mapping;
- }
- static char *RemoveMappingValue(char *mapping, const char *key)
- {
- MappingParts parts;
- int i;
- SplitMapping(mapping, &parts);
- i = FindMappingKey(&parts, key);
- if (i >= 0) {
- RemoveMappingValueAt(&parts, i);
- }
- return RecreateMapping(&parts, mapping);
- }
- bool MappingHasBindings(const char *mapping)
- {
- MappingParts parts;
- int i;
- bool result = false;
- if (!mapping || !*mapping) {
- return false;
- }
- SplitMapping(mapping, &parts);
- for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
- if (FindMappingKey(&parts, SDL_GetGamepadStringForButton((SDL_GamepadButton)i)) >= 0) {
- result = true;
- break;
- }
- }
- if (!result) {
- for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
- if (FindMappingKey(&parts, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)i)) >= 0) {
- result = true;
- break;
- }
- }
- }
- FreeMappingParts(&parts);
- return result;
- }
- bool MappingHasName(const char *mapping)
- {
- MappingParts parts;
- bool result;
- SplitMapping(mapping, &parts);
- result = parts.name ? true : false;
- FreeMappingParts(&parts);
- return result;
- }
- char *GetMappingName(const char *mapping)
- {
- MappingParts parts;
- char *name;
- SplitMapping(mapping, &parts);
- name = parts.name;
- parts.name = NULL; /* Don't free the name we're about to return */
- FreeMappingParts(&parts);
- return name;
- }
- char *SetMappingName(char *mapping, const char *name)
- {
- MappingParts parts;
- char *new_name, *spot;
- size_t length;
- if (!name) {
- return mapping;
- }
- /* Remove any leading whitespace */
- while (*name && SDL_isspace(*name)) {
- ++name;
- }
- new_name = SDL_strdup(name);
- if (!new_name) {
- return mapping;
- }
- /* Remove any commas, which are field separators in the mapping */
- length = SDL_strlen(new_name);
- while ((spot = SDL_strchr(new_name, ',')) != NULL) {
- SDL_memmove(spot, spot + 1, length - (spot - new_name) + 1);
- --length;
- }
- /* Remove any trailing whitespace */
- while (length > 0 && SDL_isspace(new_name[length - 1])) {
- --length;
- }
- /* See if we have anything left */
- if (length == 0) {
- SDL_free(new_name);
- return mapping;
- }
- /* null terminate to cut off anything we've trimmed */
- new_name[length] = '\0';
- SplitMapping(mapping, &parts);
- SDL_free(parts.name);
- parts.name = new_name;
- return RecreateMapping(&parts, mapping);
- }
- const char *GetGamepadTypeString(SDL_GamepadType type)
- {
- switch (type) {
- case SDL_GAMEPAD_TYPE_XBOX360:
- return "Xbox 360";
- case SDL_GAMEPAD_TYPE_XBOXONE:
- return "Xbox One";
- case SDL_GAMEPAD_TYPE_PS3:
- return "PS3";
- case SDL_GAMEPAD_TYPE_PS4:
- return "PS4";
- case SDL_GAMEPAD_TYPE_PS5:
- return "PS5";
- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
- return "Nintendo Switch";
- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
- return "Joy-Con (L)";
- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
- return "Joy-Con (R)";
- case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
- return "Joy-Con Pair";
- case SDL_GAMEPAD_TYPE_GAMECUBE:
- return "GameCube";
- default:
- return "";
- }
- }
- SDL_GamepadType GetMappingType(const char *mapping)
- {
- return SDL_GetGamepadTypeFromString(GetMappingValue(mapping, "type"));
- }
- char *SetMappingType(char *mapping, SDL_GamepadType type)
- {
- const char *type_string = SDL_GetGamepadStringForType(type);
- if (!type_string || type == SDL_GAMEPAD_TYPE_UNKNOWN) {
- return RemoveMappingValue(mapping, "type");
- } else {
- return SetMappingValue(mapping, "type", type_string);
- }
- }
- static const char *GetElementKey(int element)
- {
- if (element < SDL_GAMEPAD_BUTTON_COUNT) {
- return SDL_GetGamepadStringForButton((SDL_GamepadButton)element);
- } else {
- static char key[16];
- switch (element) {
- case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
- SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE:
- SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE:
- SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE:
- SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE:
- SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE:
- SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE:
- SDL_snprintf(key, sizeof(key), "-%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE:
- SDL_snprintf(key, sizeof(key), "+%s", SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY));
- break;
- case SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER:
- return SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
- case SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER:
- return SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
- default:
- return NULL;
- }
- return key;
- }
- }
- bool MappingHasElement(const char *mapping, int element)
- {
- const char *key;
- key = GetElementKey(element);
- if (!key) {
- return false;
- }
- return MappingHasKey(mapping, key);
- }
- char *GetElementBinding(const char *mapping, int element)
- {
- const char *key;
- key = GetElementKey(element);
- if (!key) {
- return NULL;
- }
- return GetMappingValue(mapping, key);
- }
- char *SetElementBinding(char *mapping, int element, const char *binding)
- {
- if (binding) {
- return SetMappingValue(mapping, GetElementKey(element), binding);
- } else {
- return RemoveMappingValue(mapping, GetElementKey(element));
- }
- }
- int GetElementForBinding(char *mapping, const char *binding)
- {
- MappingParts parts;
- int i, element;
- int result = SDL_GAMEPAD_ELEMENT_INVALID;
- if (!binding) {
- return SDL_GAMEPAD_ELEMENT_INVALID;
- }
- SplitMapping(mapping, &parts);
- for (i = 0; i < parts.num_elements; ++i) {
- if (SDL_strcmp(binding, parts.values[i]) == 0) {
- for (element = 0; element < SDL_GAMEPAD_ELEMENT_MAX; ++element) {
- const char *key = GetElementKey(element);
- if (key && SDL_strcmp(key, parts.keys[i]) == 0) {
- result = element;
- break;
- }
- }
- break;
- }
- }
- FreeMappingParts(&parts);
- return result;
- }
- bool MappingHasBinding(const char *mapping, const char *binding)
- {
- MappingParts parts;
- int i;
- bool result = false;
- if (!binding) {
- return false;
- }
- SplitMapping(mapping, &parts);
- for (i = 0; i < parts.num_elements; ++i) {
- if (SDL_strcmp(binding, parts.values[i]) == 0) {
- result = true;
- break;
- }
- }
- FreeMappingParts(&parts);
- return result;
- }
- char *ClearMappingBinding(char *mapping, const char *binding)
- {
- MappingParts parts;
- int i;
- bool modified = false;
- if (!binding) {
- return mapping;
- }
- SplitMapping(mapping, &parts);
- for (i = parts.num_elements - 1; i >= 0; --i) {
- if (SDL_strcmp(binding, parts.values[i]) == 0) {
- RemoveMappingValueAt(&parts, i);
- modified = true;
- }
- }
- if (modified) {
- return RecreateMapping(&parts, mapping);
- } else {
- FreeMappingParts(&parts);
- return mapping;
- }
- }
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