From 0103ec112610b67d2f8f603140e4b2c4e98e4d99 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sat, 10 Jun 2023 08:43:43 -0700
Subject: [PATCH] Fixed accidental commit
---
test/testgamepad.c | 1021 ++++++++++++++++++++++++++++++++++++++++----
1 file changed, 934 insertions(+), 87 deletions(-)
diff --git a/test/testgamepad.c b/test/testgamepad.c
index 4bb160359c5d..4d065d5616de 100644
--- a/test/testgamepad.c
+++ b/test/testgamepad.c
@@ -1,106 +1,869 @@
/*
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
- 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.
+ 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.
-
- This file is created by : Nitin Jain (nitin.j4\samsung.com)
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely.
*/
-/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
+/* Simple program to test the SDL gamepad routines */
+
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+#include <SDL3/SDL_test.h>
+#include "testutils.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
-#include <SDL3/SDL.h>
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL_test.h>
+#define SCREEN_WIDTH 512
+#define SCREEN_HEIGHT 320
+
+#define BUTTON_SIZE 50
+#define AXIS_SIZE 50
+
+/* This is indexed by SDL_GamepadButton. */
+static const struct
+{
+ int x;
+ int y;
+} button_positions[] = {
+ { 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
+ { 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
+ { 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
+ { 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
+ { 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
+ { 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
+ { 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
+ { 75, 154 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
+ { 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
+ { 77, 40 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
+ { 396, 36 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
+ { 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
+ { 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
+ { 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
+ { 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
+ { 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
+ { 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
+ { 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
+ { 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
+ { 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
+ { 0, 0 }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
+};
+SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
+
+/* This is indexed by SDL_GamepadAxis. */
+static const struct
+{
+ int x;
+ int y;
+ double angle;
+} axis_positions[] = {
+ { 74, 153, 270.0 }, /* LEFTX */
+ { 74, 153, 0.0 }, /* LEFTY */
+ { 306, 231, 270.0 }, /* RIGHTX */
+ { 306, 231, 0.0 }, /* RIGHTY */
+ { 91, -20, 0.0 }, /* TRIGGERLEFT */
+ { 375, -20, 0.0 }, /* TRIGGERRIGHT */
+};
+SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
+
+/* This is indexed by SDL_JoystickPowerLevel + 1. */
+static const char *power_level_strings[] = {
+ "unknown", /* SDL_JOYSTICK_POWER_UNKNOWN */
+ "empty", /* SDL_JOYSTICK_POWER_EMPTY */
+ "low", /* SDL_JOYSTICK_POWER_LOW */
+ "medium", /* SDL_JOYSTICK_POWER_MEDIUM */
+ "full", /* SDL_JOYSTICK_POWER_FULL */
+ "wired", /* SDL_JOYSTICK_POWER_WIRED */
+};
+SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
+
+static SDL_Window *window = NULL;
+static SDL_Renderer *screen = NULL;
+static SDL_bool retval = SDL_FALSE;
+static SDL_bool done = SDL_FALSE;
+static SDL_bool set_LED = SDL_FALSE;
+static int trigger_effect = 0;
+static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
+static SDL_Gamepad *gamepad;
+static SDL_Gamepad **gamepads;
+static int num_gamepads = 0;
+static SDL_Joystick *virtual_joystick = NULL;
+static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
+static float virtual_axis_start_x;
+static float virtual_axis_start_y;
+static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
-static SDL_Window *window;
-static SDL_Renderer *renderer;
-static SDL_Surface *surface;
-static int done;
-static void DrawChessBoard(void)
+static void PrintJoystickInfo(SDL_JoystickID instance_id)
{
- int row = 0, column = 0, x = 0;
- SDL_FRect rect;
- SDL_Rect darea;
+ char guid[64];
+ const char *name;
+ const char *path;
+ const char *description;
+ const char *mapping = NULL;
- /* Get the Size of drawing surface */
- SDL_GetRenderViewport(renderer, &darea);
+ SDL_GetJoystickGUIDString(SDL_GetJoystickInstanceGUID(instance_id), guid, sizeof(guid));
- for (; row < 8; row++) {
- column = row % 2;
- x = column;
- for (; column < 4 + (row % 2); column++) {
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
+ if (SDL_IsGamepad(instance_id)) {
+ name = SDL_GetGamepadInstanceName(instance_id);
+ path = SDL_GetGamepadInstancePath(instance_id);
+ switch (SDL_GetGamepadInstanceType(instance_id)) {
+ case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
+ description = "Amazon Luna Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
+ description = "Google Stadia Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
+ case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
+ case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
+ description = "Nintendo Switch Joy-Con";
+ break;
+ case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
+ description = "Nintendo Switch Pro Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_PS3:
+ description = "PS3 Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_PS4:
+ description = "PS4 Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_PS5:
+ description = "PS5 Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_XBOX360:
+ description = "XBox 360 Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_XBOXONE:
+ description = "XBox One Controller";
+ break;
+ case SDL_GAMEPAD_TYPE_VIRTUAL:
+ description = "Virtual Gamepad";
+ break;
+ default:
+ description = "Gamepad";
+ break;
+ }
+ mapping = SDL_GetGamepadInstanceMapping(instance_id);
+ } else {
+ name = SDL_GetJoystickInstanceName(instance_id);
+ path = SDL_GetJoystickInstancePath(instance_id);
+ description = "Joystick";
+ }
+ SDL_Log("%s: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
+ description, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
+ SDL_GetJoystickInstanceVendor(instance_id),
+ SDL_GetJoystickInstanceProduct(instance_id),
+ SDL_GetJoystickInstancePlayerIndex(instance_id));
+ if (mapping) {
+ SDL_Log("Mapping: %s\n", mapping);
+ }
+}
+
+static void UpdateWindowTitle(void)
+{
+ if (window == NULL) {
+ return;
+ }
- rect.w = (float)(darea.w / 8);
- rect.h = (float)(darea.h / 8);
- rect.x = (float)(x * rect.w);
- rect.y = (float)(row * rect.h);
- x = x + 2;
- SDL_RenderFillRect(renderer, &rect);
+ if (gamepad) {
+ const char *name = SDL_GetGamepadName(gamepad);
+ const char *serial = SDL_GetGamepadSerial(gamepad);
+ const char *basetitle = "Gamepad Test: ";
+ const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
+ char *title = (char *)SDL_malloc(titlelen);
- /* Draw a red diagonal line through the upper left rectangle */
- if (column == 0 && row == 0) {
- SDL_SetRenderDrawColor(renderer, 0xFF, 0, 0, 0xFF);
- SDL_RenderLine(renderer, 0, 0, rect.w, rect.h);
+ retval = SDL_FALSE;
+ done = SDL_FALSE;
+
+ if (title) {
+ SDL_strlcpy(title, basetitle, titlelen);
+ if (name) {
+ SDL_strlcat(title, name, titlelen);
+ }
+ if (serial) {
+ SDL_strlcat(title, " (", titlelen);
+ SDL_strlcat(title, serial, titlelen);
+ SDL_strlcat(title, ")", titlelen);
}
+ SDL_SetWindowTitle(window, title);
+ SDL_free(title);
}
+ } else {
+ SDL_SetWindowTitle(window, "Waiting for gamepad...");
}
}
-static void loop(void)
+static const char *GetSensorName(SDL_SensorType sensor)
{
- SDL_Event e;
- while (SDL_PollEvent(&e)) {
+ switch (sensor) {
+ case SDL_SENSOR_ACCEL:
+ return "accelerometer";
+ case SDL_SENSOR_GYRO:
+ return "gyro";
+ case SDL_SENSOR_ACCEL_L:
+ return "accelerometer (L)";
+ case SDL_SENSOR_GYRO_L:
+ return "gyro (L)";
+ case SDL_SENSOR_ACCEL_R:
+ return "accelerometer (R)";
+ case SDL_SENSOR_GYRO_R:
+ return "gyro (R)";
+ default:
+ return "UNKNOWN";
+ }
+}
- /* Re-create when window surface has been resized */
- if (e.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
+static int FindGamepad(SDL_JoystickID gamepad_id)
+{
+ int i;
- SDL_DestroyRenderer(renderer);
+ for (i = 0; i < num_gamepads; ++i) {
+ if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+static void AddGamepad(SDL_JoystickID gamepad_id, SDL_bool verbose)
+{
+ SDL_Gamepad **new_gamepads;
+ SDL_Gamepad *new_gamepad;
+ Uint16 firmware_version;
+ SDL_SensorType sensors[] = {
+ SDL_SENSOR_ACCEL,
+ SDL_SENSOR_GYRO,
+ SDL_SENSOR_ACCEL_L,
+ SDL_SENSOR_GYRO_L,
+ SDL_SENSOR_ACCEL_R,
+ SDL_SENSOR_GYRO_R
+ };
+ unsigned int i;
+
+ if (FindGamepad(gamepad_id) >= 0) {
+ /* We already have this gamepad */
+ return;
+ }
+
+ new_gamepad = SDL_OpenGamepad(gamepad_id);
+ if (new_gamepad == NULL) {
+ SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
+ return;
+ }
- surface = SDL_GetWindowSurface(window);
- renderer = SDL_CreateSoftwareRenderer(surface);
- /* Clear the rendering surface with the specified color */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
- SDL_RenderClear(renderer);
+ new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
+ if (new_gamepads == NULL) {
+ SDL_CloseGamepad(gamepad);
+ return;
+ }
+
+ new_gamepads[num_gamepads++] = new_gamepad;
+ gamepads = new_gamepads;
+ gamepad = new_gamepad;
+ trigger_effect = 0;
+
+ if (verbose) {
+ const char *name = SDL_GetGamepadName(gamepad);
+ const char *path = SDL_GetGamepadPath(gamepad);
+ SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
+ }
+
+ firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
+ if (firmware_version) {
+ if (verbose) {
+ SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
+ }
- if (e.type == SDL_EVENT_QUIT) {
- done = 1;
-#ifdef __EMSCRIPTEN__
- emscripten_cancel_main_loop();
-#endif
- return;
+ for (i = 0; i < SDL_arraysize(sensors); ++i) {
+ SDL_SensorType sensor = sensors[i];
+
+ if (SDL_GamepadHasSensor(gamepad, sensor)) {
+ if (verbose) {
+ SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
+ }
+ SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
}
+ }
- if ((e.type == SDL_EVENT_KEY_DOWN) && (e.key.keysym.sym == SDLK_ESCAPE)) {
- done = 1;
-#ifdef __EMSCRIPTEN__
- emscripten_cancel_main_loop();
-#endif
- return;
+ if (SDL_GamepadHasRumble(gamepad)) {
+ SDL_Log("Rumble supported");
+ }
+
+ if (SDL_GamepadHasRumbleTriggers(gamepad)) {
+ SDL_Log("Trigger rumble supported");
+ }
+
+ UpdateWindowTitle();
+}
+
+static void SetGamepad(SDL_JoystickID gamepad_id)
+{
+ int i = FindGamepad(gamepad_id);
+
+ if (i < 0) {
+ return;
+ }
+
+ if (gamepad != gamepads[i]) {
+ gamepad = gamepads[i];
+ UpdateWindowTitle();
+ }
+}
+
+static void DelGamepad(SDL_JoystickID gamepad_id)
+{
+ int i = FindGamepad(gamepad_id);
+
+ if (i < 0) {
+ return;
+ }
+
+ SDL_CloseGamepad(gamepads[i]);
+
+ --num_gamepads;
+ if (i < num_gamepads) {
+ SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
+ }
+
+ if (num_gamepads > 0) {
+ gamepad = gamepads[0];
+ } else {
+ gamepad = NULL;
+ }
+ UpdateWindowTitle();
+}
+
+static Uint16 ConvertAxisToRumble(Sint16 axisval)
+{
+ /* Only start rumbling if the axis is past the halfway point */
+ const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
+ if (axisval > half_axis) {
+ return (Uint16)(axisval - half_axis) * 4;
+ } else {
+ return 0;
+ }
+}
+
+/* PS5 trigger effect documentation:
+ https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
+*/
+typedef struct
+{
+ Uint8 ucEnableBits1; /* 0 */
+ Uint8 ucEnableBits2; /* 1 */
+ Uint8 ucRumbleRight; /* 2 */
+ Uint8 ucRumbleLeft; /* 3 */
+ Uint8 ucHeadphoneVolume; /* 4 */
+ Uint8 ucSpeakerVolume; /* 5 */
+ Uint8 ucMicrophoneVolume; /* 6 */
+ Uint8 ucAudioEnableBits; /* 7 */
+ Uint8 ucMicLightMode; /* 8 */
+ Uint8 ucAudioMuteBits; /* 9 */
+ Uint8 rgucRightTriggerEffect[11]; /* 10 */
+ Uint8 rgucLeftTriggerEffect[11]; /* 21 */
+ Uint8 rgucUnknown1[6]; /* 32 */
+ Uint8 ucLedFlags; /* 38 */
+ Uint8 rgucUnknown2[2]; /* 39 */
+ Uint8 ucLedAnim; /* 41 */
+ Uint8 ucLedBrightness; /* 42 */
+ Uint8 ucPadLights; /* 43 */
+ Uint8 ucLedRed; /* 44 */
+ Uint8 ucLedGreen; /* 45 */
+ Uint8 ucLedBlue; /* 46 */
+} DS5EffectsState_t;
+
+static void CyclePS5TriggerEffect(void)
+{
+ DS5EffectsState_t state;
+
+ Uint8 effects[3][11] = {
+ /* Clear trigger effect */
+ { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ /* Constant resistance across entire trigger pull */
+ { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
+ /* Resistance and vibration when trigger is pulled */
+ { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
+ };
+
+ trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
+
+ SDL_zero(state);
+ state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
+ SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
+ SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
+ SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
+}
+
+static SDL_bool ShowingFront(void)
+{
+ SDL_bool showing_front = SDL_TRUE;
+ int i;
+
+ if (gamepad) {
+ /* Show the back of the gamepad if the paddles are being held */
+ for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
+ if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
+ showing_front = SDL_FALSE;
+ break;
+ }
+ }
+ }
+ if (SDL_GetModState() & SDL_KMOD_SHIFT) {
+ showing_front = SDL_FALSE;
+ }
+ return showing_front;
+}
+
+static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
+{
+ SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
+}
+
+static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
+{
+ SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
+ return 0;
+}
+
+static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
+{
+ SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
+ return 0;
+}
+
+static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
+{
+ SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
+ return 0;
+}
+
+static void OpenVirtualGamepad(void)
+{
+ SDL_VirtualJoystickDesc desc;
+ SDL_JoystickID virtual_id;
+
+ SDL_zero(desc);
+ desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
+ desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
+ desc.naxes = SDL_GAMEPAD_AXIS_MAX;
+ desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
+ desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
+ desc.Rumble = VirtualGamepadRumble;
+ desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
+ desc.SetLED = VirtualGamepadSetLED;
+
+ virtual_id = SDL_AttachVirtualJoystickEx(&desc);
+ if (virtual_id == 0) {
+ SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
+ } else {
+ virtual_joystick = SDL_OpenJoystick(virtual_id);
+ if (virtual_joystick == NULL) {
+ SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
+ }
+ }
+}
+
+static void CloseVirtualGamepad(void)
+{
+ int i;
+ SDL_JoystickID *joysticks = SDL_GetJoysticks(NULL);
+ if (joysticks) {
+ for (i = 0; joysticks[i]; ++i) {
+ SDL_JoystickID instance_id = joysticks[i];
+ if (SDL_IsJoystickVirtual(instance_id)) {
+ SDL_DetachVirtualJoystick(instance_id);
+ }
}
+ SDL_free(joysticks);
}
- DrawChessBoard();
+ if (virtual_joystick) {
+ SDL_CloseJoystick(virtual_joystick);
+ virtual_joystick = NULL;
+ }
+}
+
+static SDL_GamepadButton FindButtonAtPosition(float x, float y)
+{
+ SDL_FPoint point;
+ int i;
+ SDL_bool showing_front = ShowingFront();
+
+ point.x = x;
+ point.y = y;
+ for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
+ SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
+ if (on_front == showing_front) {
+ SDL_FRect rect;
+ rect.x = (float)button_positions[i].x;
+ rect.y = (float)button_positions[i].y;
+ rect.w = (float)BUTTON_SIZE;
+ rect.h = (float)BUTTON_SIZE;
+ if (SDL_PointInRectFloat(&point, &rect)) {
+ return (SDL_GamepadButton)i;
+ }
+ }
+ }
+ return SDL_GAMEPAD_BUTTON_INVALID;
+}
+
+static SDL_GamepadAxis FindAxisAtPosition(float x, float y)
+{
+ SDL_FPoint point;
+ int i;
+ SDL_bool showing_front = ShowingFront();
+
+ point.x = x;
+ point.y = y;
+ for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
+ if (showing_front) {
+ SDL_FRect rect;
+ rect.x = (float)axis_positions[i].x;
+ rect.y = (float)axis_positions[i].y;
+ rect.w = (float)AXIS_SIZE;
+ rect.h = (float)AXIS_SIZE;
+ if (SDL_PointInRectFloat(&point, &rect)) {
+ return (SDL_GamepadAxis)i;
+ }
+ }
+ }
+ return SDL_GAMEPAD_AXIS_INVALID;
+}
+
+static void VirtualGamepadMouseMotion(float x, float y)
+{
+ if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
+ if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+ const float MOVING_DISTANCE = 2.0f;
+ if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
+ SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
+ SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
+ virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
+ }
+ }
+ }
+
+ if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+ if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
+ virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
+ int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
+ float distance = SDL_clamp((y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
+ Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, value);
+ } else {
+ float distanceX = SDL_clamp((x - virtual_axis_start_x) / AXIS_SIZE, -1.0f, 1.0f);
+ float distanceY = SDL_clamp((y - virtual_axis_start_y) / AXIS_SIZE, -1.0f, 1.0f);
+ Sint16 valueX, valueY;
+
+ if (distanceX >= 0) {
+ valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
+ } else {
+ valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
+ }
+ if (distanceY >= 0) {
+ valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
+ } else {
+ valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
+ }
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, valueY);
+ }
+ }
+}
+
+static void VirtualGamepadMouseDown(float x, float y)
+{
+ SDL_GamepadButton button;
+ SDL_GamepadAxis axis;
+
+ button = FindButtonAtPosition(x, y);
+ if (button != SDL_GAMEPAD_BUTTON_INVALID) {
+ virtual_button_active = button;
+ SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
+ }
+
+ axis = FindAxisAtPosition(x, y);
+ if (axis != SDL_GAMEPAD_AXIS_INVALID) {
+ virtual_axis_active = axis;
+ virtual_axis_start_x = x;
+ virtual_axis_start_y = y;
+ }
+}
+
+static void VirtualGamepadMouseUp(float x, float y)
+{
+ if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
+ SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
+ virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
+ }
+
+ if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
+ if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
+ virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
+ } else {
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, 0);
+ SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, 0);
+ }
+ virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
+ }
+}
+
+static void loop(void *arg)
+{
+ SDL_Event event;
+ int i;
+ SDL_bool showing_front;
+
+ /* Update to get the current event state */
+ SDL_PumpEvents();
+
+ /* Process all currently pending events */
+ while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1) {
+ switch (event.type) {
+ case SDL_EVENT_JOYSTICK_ADDED:
+ PrintJoystickInfo(event.jdevice.which);
+ break;
+
+ case SDL_EVENT_GAMEPAD_ADDED:
+ SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n",
+ event.gdevice.which);
+ AddGamepad(event.gdevice.which, SDL_TRUE);
+ break;
+
+ case SDL_EVENT_GAMEPAD_REMOVED:
+ SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n",
+ event.gdevice.which);
+ DelGamepad(event.gdevice.which);
+ break;
+
+ case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
+ case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
+ case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
+ SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
+ event.gtouchpad.which,
+ event.gtouchpad.touchpad,
+ event.gtouchpad.finger,
+ (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ? "pressed at" : (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_UP ? "released at" : "moved to")),
+ event.gtouchpad.x,
+ event.gtouchpad.y,
+ event.gtouchpad.pressure);
+ break;
+
+#define VERBOSE_SENSORS
+#ifdef VERBOSE_SENSORS
+ case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
+ SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
+ event.gsensor.which,
+ GetSensorName((SDL_SensorType) event.gsensor.sensor),
+ event.gsensor.data[0],
+ event.gsensor.data[1],
+ event.gsensor.data[2],
+ event.gsensor.sensor_timestamp);
+ break;
+#endif /* VERBOSE_SENSORS */
+
+#define VERBOSE_AXES
+#ifdef VERBOSE_AXES
+ case SDL_EVENT_GAMEPAD_AXIS_MOTION:
+ if (event.gaxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.gaxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
+ SetGamepad(event.gaxis.which);
+ }
+ SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
+ event.gaxis.which,
+ SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event.gaxis.axis),
+ event.gaxis.value);
+ break;
+#endif /* VERBOSE_AXES */
+
+ case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
+ case SDL_EVENT_GAMEPAD_BUTTON_UP:
+ if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
+ SetGamepad(event.gbutton.which);
+ }
+ SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
+ event.gbutton.which,
+ SDL_GetGamepadStringForButton((SDL_GamepadButton) event.gbutton.button),
+ event.gbutton.state ? "pressed" : "released");
+
+ /* Cycle PS5 trigger effects when the microphone button is pressed */
+ if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
+ event.gbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
+ SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
+ CyclePS5TriggerEffect();
+ }
+ break;
+
+ case SDL_EVENT_JOYSTICK_BATTERY_UPDATED:
+ SDL_Log("Gamepad %" SDL_PRIu32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
+ break;
+
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ if (virtual_joystick) {
+ VirtualGamepadMouseDown(event.button.x, event.button.y);
+ }
+ break;
- /* Got everything on rendering surface,
- now Update the drawing image on window screen */
- SDL_UpdateWindowSurface(window);
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ if (virtual_joystick) {
+ VirtualGamepadMouseUp(event.button.x, event.button.y);
+ }
+ break;
+
+ case SDL_EVENT_MOUSE_MOTION:
+ if (virtual_joystick) {
+ VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
+ }
+ break;
+
+ case SDL_EVENT_KEY_DOWN:
+ if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
+ if (gamepad) {
+ int player_index = (event.key.keysym.sym - SDLK_0);
+
+ SDL_SetGamepadPlayerIndex(gamepad, player_index);
+ }
+ break;
+ }
+ if (event.key.keysym.sym == SDLK_a) {
+ OpenVirtualGamepad();
+ break;
+ }
+ if (event.key.keysym.sym == SDLK_d) {
+ CloseVirtualGamepad();
+ break;
+ }
+ if (event.key.keysym.sym != SDLK_ESCAPE) {
+ break;
+ }
+ SDL_FALLTHROUGH;
+ case SDL_EVENT_QUIT:
+ done = SDL_TRUE;
+ break;
+ default:
+ break;
+ }
+ }
+
+ showing_front = ShowingFront();
+
+ /* blank screen, set up for drawing this frame. */
+ SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
+ SDL_RenderClear(screen);
+ SDL_RenderTexture(screen, showing_front ? background_front : background_back, NULL, NULL);
+
+ if (gamepad) {
+ /* Update visual gamepad state */
+ for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
+ if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
+ SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
+ if (on_front == showing_front) {
+ SDL_FRect dst;
+ dst.x = (float)button_positions[i].x;
+ dst.y = (float)button_positions[i].y;
+ dst.w = (float)BUTTON_SIZE;
+ dst.h = (float)BUTTON_SIZE;
+ SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
+ }
+ }
+ }
+
+ if (showing_front) {
+ for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
+ const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
+ const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
+ if (value < -deadzone) {
+ const double angle = axis_positions[i].angle;
+ SDL_FRect dst;
+ dst.x = (float)axis_positions[i].x;
+ dst.y = (float)axis_positions[i].y;
+ dst.w = (float)AXIS_SIZE;
+ dst.h = (float)AXIS_SIZE;
+ SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
+ } else if (value > deadzone) {
+ const double angle = axis_positions[i].angle + 180.0;
+ SDL_FRect dst;
+ dst.x = (float)axis_positions[i].x;
+ dst.y = (float)axis_positions[i].y;
+ dst.w = (float)AXIS_SIZE;
+ dst.h = (float)AXIS_SIZE;
+ SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
+ }
+ }
+ }
+
+ /* Update LED based on left thumbstick position */
+ {
+ Sint16 x = SDL_
(Patch may be truncated, please check the link at the top of this post.)