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- /*
- * This example code looks for gamepad input in the event handler, and
- * reports any changes as a flood of info.
- *
- * This code is public domain. Feel free to use it for any purpose!
- */
- /* Joysticks are low-level interfaces: there's something with a bunch of
- buttons, axes and hats, in no understood order or position. This is
- a flexible interface, but you'll need to build some sort of configuration
- UI to let people tell you what button, etc, does what. On top of this
- interface, SDL offers the "gamepad" API, which works with lots of devices,
- and knows how to map arbitrary buttons and such to look like an
- Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
- but isn't necessarily a good fit for complex apps and hardware. A flight
- simulator, a realistic racing game, etc, might want the joystick interface
- instead of gamepads. */
- #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_main.h>
- /* We will use this renderer to draw into this window every frame. */
- static SDL_Window *window = NULL;
- static SDL_Renderer *renderer = NULL;
- static SDL_Color colors[64];
- #define MOTION_EVENT_COOLDOWN 40
- typedef struct EventMessage
- {
- char *str;
- SDL_Color color;
- Uint64 start_ticks;
- struct EventMessage *next;
- } EventMessage;
- static EventMessage messages;
- static EventMessage *messages_tail = &messages;
- static const char *battery_state_string(SDL_PowerState state)
- {
- switch (state) {
- case SDL_POWERSTATE_ERROR: return "ERROR";
- case SDL_POWERSTATE_UNKNOWN: return "UNKNOWN";
- case SDL_POWERSTATE_ON_BATTERY: return "ON BATTERY";
- case SDL_POWERSTATE_NO_BATTERY: return "NO BATTERY";
- case SDL_POWERSTATE_CHARGING: return "CHARGING";
- case SDL_POWERSTATE_CHARGED: return "CHARGED";
- default: break;
- }
- return "UNKNOWN";
- }
- static void add_message(SDL_JoystickID jid, const char *fmt, ...)
- {
- const SDL_Color *color = &colors[((size_t) jid) % SDL_arraysize(colors)];
- EventMessage *msg = NULL;
- char *str = NULL;
- va_list ap;
- msg = (EventMessage *) SDL_calloc(1, sizeof (*msg));
- if (!msg) {
- return; // oh well.
- }
- va_start(ap, fmt);
- SDL_vasprintf(&str, fmt, ap);
- va_end(ap);
- if (!str) {
- SDL_free(msg);
- return; // oh well.
- }
- msg->str = str;
- SDL_copyp(&msg->color, color);
- msg->start_ticks = SDL_GetTicks();
- msg->next = NULL;
- messages_tail->next = msg;
- messages_tail = msg;
- }
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- int i;
- SDL_SetAppMetadata("Example Input Gamepad Events", "1.0", "com.example.input-gamepad-events");
- if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- colors[0].r = colors[0].g = colors[0].b = colors[0].a = 255;
- for (i = 1; i < SDL_arraysize(colors); i++) {
- colors[i].r = SDL_rand(255);
- colors[i].g = SDL_rand(255);
- colors[i].b = SDL_rand(255);
- colors[i].a = 255;
- }
- add_message(0, "Please plug in a gamepad.");
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
- SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
- {
- if (event->type == SDL_EVENT_QUIT) {
- return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
- } else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
- /* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */
- const SDL_JoystickID which = event->gdevice.which;
- SDL_Gamepad *gamepad = SDL_OpenGamepad(which);
- if (!gamepad) {
- add_message(which, "Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
- } else {
- char *mapping = SDL_GetGamepadMapping(gamepad);
- add_message(which, "Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
- if (mapping) {
- add_message(which, "Gamepad #%u mapping: %s", (unsigned int) which, mapping);
- SDL_free(mapping);
- }
- }
- } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
- const SDL_JoystickID which = event->gdevice.which;
- SDL_Gamepad *gamepad = SDL_GetGamepadFromID(which);
- if (gamepad) {
- SDL_CloseGamepad(gamepad); /* the gamepad was unplugged. */
- }
- add_message(which, "Gamepad #%u removed", (unsigned int) which);
- } else if (event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION) {
- static Uint64 axis_motion_cooldown_time = 0; /* these are spammy, only show every X milliseconds. */
- const Uint64 now = SDL_GetTicks();
- if (now >= axis_motion_cooldown_time) {
- const SDL_JoystickID which = event->gaxis.which;
- axis_motion_cooldown_time = now + MOTION_EVENT_COOLDOWN;
- add_message(which, "Gamepad #%u axis %s -> %d", (unsigned int) which, SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event->gaxis.axis), (int) event->gaxis.value);
- }
- } else if ((event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) || (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN)) {
- const SDL_JoystickID which = event->gbutton.which;
- add_message(which, "Gamepad #%u button %s -> %s", (unsigned int) which, SDL_GetGamepadStringForButton((SDL_GamepadButton) event->gbutton.button), event->gbutton.down ? "PRESSED" : "RELEASED");
- } else if (event->type == SDL_EVENT_JOYSTICK_BATTERY_UPDATED) {
- const SDL_JoystickID which = event->jbattery.which;
- if (SDL_IsGamepad(which)) { /* this is only reported for joysticks, so make sure this joystick is _actually_ a gamepad. */
- add_message(which, "Gamepad #%u battery -> %s - %d%%", (unsigned int) which, battery_state_string(event->jbattery.state), event->jbattery.percent);
- }
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once per frame, and is the heart of the program. */
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- const Uint64 now = SDL_GetTicks();
- const float msg_lifetime = 3500.0f; /* milliseconds a message lives for. */
- EventMessage *msg = messages.next;
- float prev_y = 0.0f;
- int winw = 640, winh = 480;
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
- SDL_GetWindowSize(window, &winw, &winh);
- while (msg) {
- float x, y;
- const float life_percent = ((float) (now - msg->start_ticks)) / msg_lifetime;
- if (life_percent >= 1.0f) { /* msg is done. */
- messages.next = msg->next;
- if (messages_tail == msg) {
- messages_tail = &messages;
- }
- SDL_free(msg->str);
- SDL_free(msg);
- msg = messages.next;
- continue;
- }
- x = (((float) winw) - (SDL_strlen(msg->str) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
- y = ((float) winh) * life_percent;
- if ((prev_y != 0.0f) && ((prev_y - y) < ((float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE))) {
- msg->start_ticks = now;
- break; // wait for the previous message to tick up a little.
- }
- SDL_SetRenderDrawColor(renderer, msg->color.r, msg->color.g, msg->color.b, (Uint8) (((float) msg->color.a) * (1.0f - life_percent)));
- SDL_RenderDebugText(renderer, x, y, msg->str);
- prev_y = y;
- msg = msg->next;
- }
-
- SDL_RenderPresent(renderer);
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once at shutdown. */
- void SDL_AppQuit(void *appstate, SDL_AppResult result)
- {
- SDL_Quit();
- /* SDL will clean up the window/renderer for us. We let the gamepads leak. */
- }
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