diff options
Diffstat (limited to 'contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c')
| -rw-r--r-- | contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c new file mode 100644 index 0000000..6eb23b8 --- /dev/null +++ b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c | |||
| @@ -0,0 +1,193 @@ | |||
| 1 | /* | ||
| 2 | * This example code looks for the current joystick state once per frame, | ||
| 3 | * and draws a visual representation of it. | ||
| 4 | * | ||
| 5 | * This code is public domain. Feel free to use it for any purpose! | ||
| 6 | */ | ||
| 7 | |||
| 8 | /* Joysticks are low-level interfaces: there's something with a bunch of | ||
| 9 | buttons, axes and hats, in no understood order or position. This is | ||
| 10 | a flexible interface, but you'll need to build some sort of configuration | ||
| 11 | UI to let people tell you what button, etc, does what. On top of this | ||
| 12 | interface, SDL offers the "gamepad" API, which works with lots of devices, | ||
| 13 | and knows how to map arbitrary buttons and such to look like an | ||
| 14 | Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, | ||
| 15 | but isn't necessarily a good fit for complex apps and hardware. A flight | ||
| 16 | simulator, a realistic racing game, etc, might want this interface instead | ||
| 17 | of gamepads. */ | ||
| 18 | |||
| 19 | /* SDL can handle multiple joysticks, but for simplicity, this program only | ||
| 20 | deals with the first stick it sees. */ | ||
| 21 | |||
| 22 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
| 23 | #include <SDL3/SDL.h> | ||
| 24 | #include <SDL3/SDL_main.h> | ||
| 25 | |||
| 26 | /* We will use this renderer to draw into this window every frame. */ | ||
| 27 | static SDL_Window *window = NULL; | ||
| 28 | static SDL_Renderer *renderer = NULL; | ||
| 29 | static SDL_Joystick *joystick = NULL; | ||
| 30 | static SDL_Color colors[64]; | ||
| 31 | |||
| 32 | /* This function runs once at startup. */ | ||
| 33 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
| 34 | { | ||
| 35 | int i; | ||
| 36 | |||
| 37 | SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling"); | ||
| 38 | |||
| 39 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) { | ||
| 40 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
| 41 | return SDL_APP_FAILURE; | ||
| 42 | } | ||
| 43 | |||
| 44 | if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) { | ||
| 45 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
| 46 | return SDL_APP_FAILURE; | ||
| 47 | } | ||
| 48 | |||
| 49 | for (i = 0; i < SDL_arraysize(colors); i++) { | ||
| 50 | colors[i].r = SDL_rand(255); | ||
| 51 | colors[i].g = SDL_rand(255); | ||
| 52 | colors[i].b = SDL_rand(255); | ||
| 53 | colors[i].a = 255; | ||
| 54 | } | ||
| 55 | |||
| 56 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 57 | } | ||
| 58 | |||
| 59 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
| 60 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
| 61 | { | ||
| 62 | if (event->type == SDL_EVENT_QUIT) { | ||
| 63 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
| 64 | } else if (event->type == SDL_EVENT_JOYSTICK_ADDED) { | ||
| 65 | /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */ | ||
| 66 | if (joystick == NULL) { /* we don't have a stick yet and one was added, open it! */ | ||
| 67 | joystick = SDL_OpenJoystick(event->jdevice.which); | ||
| 68 | if (!joystick) { | ||
| 69 | SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError()); | ||
| 70 | } | ||
| 71 | } | ||
| 72 | } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) { | ||
| 73 | if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) { | ||
| 74 | SDL_CloseJoystick(joystick); /* our joystick was unplugged. */ | ||
| 75 | joystick = NULL; | ||
| 76 | } | ||
| 77 | } | ||
| 78 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 79 | } | ||
| 80 | |||
| 81 | /* This function runs once per frame, and is the heart of the program. */ | ||
| 82 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
| 83 | { | ||
| 84 | int winw = 640, winh = 480; | ||
| 85 | const char *text = "Plug in a joystick, please."; | ||
| 86 | float x, y; | ||
| 87 | int i; | ||
| 88 | |||
| 89 | if (joystick) { /* we have a stick opened? */ | ||
| 90 | text = SDL_GetJoystickName(joystick); | ||
| 91 | } | ||
| 92 | |||
| 93 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
| 94 | SDL_RenderClear(renderer); | ||
| 95 | SDL_GetWindowSize(window, &winw, &winh); | ||
| 96 | |||
| 97 | /* note that you can get input as events, instead of polling, which is | ||
| 98 | better since it won't miss button presses if the system is lagging, | ||
| 99 | but often times checking the current state per-frame is good enough, | ||
| 100 | and maybe better if you'd rather _drop_ inputs due to lag. */ | ||
| 101 | |||
| 102 | if (joystick) { /* we have a stick opened? */ | ||
| 103 | const float size = 30.0f; | ||
| 104 | int total; | ||
| 105 | |||
| 106 | /* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */ | ||
| 107 | total = SDL_GetNumJoystickAxes(joystick); | ||
| 108 | y = (winh - (total * size)) / 2; | ||
| 109 | x = ((float) winw) / 2.0f; | ||
| 110 | for (i = 0; i < total; i++) { | ||
| 111 | const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
| 112 | const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f); /* make it -1.0f to 1.0f */ | ||
| 113 | const float dx = x + (val * x); | ||
| 114 | const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size }; | ||
| 115 | SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
| 116 | SDL_RenderFillRect(renderer, &dst); | ||
| 117 | y += size; | ||
| 118 | } | ||
| 119 | |||
| 120 | /* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */ | ||
| 121 | total = SDL_GetNumJoystickButtons(joystick); | ||
| 122 | x = (winw - (total * size)) / 2; | ||
| 123 | for (i = 0; i < total; i++) { | ||
| 124 | const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
| 125 | const SDL_FRect dst = { x, 0.0f, size, size }; | ||
| 126 | if (SDL_GetJoystickButton(joystick, i)) { | ||
| 127 | SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
| 128 | } else { | ||
| 129 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
| 130 | } | ||
| 131 | SDL_RenderFillRect(renderer, &dst); | ||
| 132 | SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a); | ||
| 133 | SDL_RenderRect(renderer, &dst); /* outline it */ | ||
| 134 | x += size; | ||
| 135 | } | ||
| 136 | |||
| 137 | /* draw hats across the bottom of the screen. */ | ||
| 138 | total = SDL_GetNumJoystickHats(joystick); | ||
| 139 | x = ((winw - (total * (size * 2.0f))) / 2.0f) + (size / 2.0f); | ||
| 140 | y = ((float) winh) - size; | ||
| 141 | for (i = 0; i < total; i++) { | ||
| 142 | const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
| 143 | const float thirdsize = size / 3.0f; | ||
| 144 | const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } }; | ||
| 145 | const Uint8 hat = SDL_GetJoystickHat(joystick, i); | ||
| 146 | |||
| 147 | SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255); | ||
| 148 | SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross)); | ||
| 149 | |||
| 150 | SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
| 151 | |||
| 152 | if (hat & SDL_HAT_UP) { | ||
| 153 | const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize }; | ||
| 154 | SDL_RenderFillRect(renderer, &dst); | ||
| 155 | } | ||
| 156 | |||
| 157 | if (hat & SDL_HAT_RIGHT) { | ||
| 158 | const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize }; | ||
| 159 | SDL_RenderFillRect(renderer, &dst); | ||
| 160 | } | ||
| 161 | |||
| 162 | if (hat & SDL_HAT_DOWN) { | ||
| 163 | const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize }; | ||
| 164 | SDL_RenderFillRect(renderer, &dst); | ||
| 165 | } | ||
| 166 | |||
| 167 | if (hat & SDL_HAT_LEFT) { | ||
| 168 | const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize }; | ||
| 169 | SDL_RenderFillRect(renderer, &dst); | ||
| 170 | } | ||
| 171 | |||
| 172 | x += size * 2; | ||
| 173 | } | ||
| 174 | } | ||
| 175 | |||
| 176 | x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f; | ||
| 177 | y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f; | ||
| 178 | SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); | ||
| 179 | SDL_RenderDebugText(renderer, x, y, text); | ||
| 180 | SDL_RenderPresent(renderer); | ||
| 181 | |||
| 182 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 183 | } | ||
| 184 | |||
| 185 | /* This function runs once at shutdown. */ | ||
| 186 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
| 187 | { | ||
| 188 | if (joystick) { | ||
| 189 | SDL_CloseJoystick(joystick); | ||
| 190 | } | ||
| 191 | |||
| 192 | /* SDL will clean up the window/renderer for us. */ | ||
| 193 | } | ||
