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examples: added input/01-joystick-polling
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This example code looks for the current joystick state once per frame, | ||
and draws a visual representation of it. |
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/* | ||
* This example code looks for the current joystick state once per frame, | ||
* and draws a visual representation of it. | ||
* | ||
* This code is public domain. Feel free to use it for any purpose! | ||
*/ | ||
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/* Joysticks are low-level interfaces: there's something with a bunch of | ||
buttons, axes and hats, in no understood order or position. This is | ||
a flexible interface, but you'll need to build some sort of configuration | ||
UI to let people tell you what button, etc, does what. On top of this | ||
interface, SDL offers the "gamepad" API, which works with lots of devices, | ||
and knows how to map arbitrary buttons and such to look like an | ||
Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, | ||
but isn't necessarily a good fit for complex apps and hardware. A flight | ||
simulator, a realistic racing game, etc, might want this interface instead | ||
of gamepads. */ | ||
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/* SDL can handle multiple joysticks, but for simplicity, this program only | ||
deals with the first stick it sees. */ | ||
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
#include <SDL3/SDL.h> | ||
#include <SDL3/SDL_main.h> | ||
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/* We will use this renderer to draw into this window every frame. */ | ||
static SDL_Window *window = NULL; | ||
static SDL_Renderer *renderer = NULL; | ||
static SDL_Joystick *joystick = NULL; | ||
static SDL_Color colors[64]; | ||
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/* This function runs once at startup. */ | ||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
{ | ||
int i; | ||
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SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling"); | ||
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) { | ||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
return SDL_APP_FAILURE; | ||
} | ||
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) { | ||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
return SDL_APP_FAILURE; | ||
} | ||
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for (i = 0; i < SDL_arraysize(colors); i++) { | ||
colors[i].r = SDL_rand(255); | ||
colors[i].g = SDL_rand(255); | ||
colors[i].b = SDL_rand(255); | ||
colors[i].a = 255; | ||
} | ||
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return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
} | ||
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
{ | ||
if (event->type == SDL_EVENT_QUIT) { | ||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
} else if (event->type == SDL_EVENT_JOYSTICK_ADDED) { | ||
/* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */ | ||
if (joystick == NULL) { /* we don't have a stick yet and one was added, open it! */ | ||
joystick = SDL_OpenJoystick(event->jdevice.which); | ||
if (!joystick) { | ||
SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError()); | ||
} | ||
} | ||
} else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) { | ||
if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) { | ||
SDL_CloseJoystick(joystick); /* our joystick was unplugged. */ | ||
joystick = NULL; | ||
} | ||
} | ||
return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
} | ||
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/* This function runs once per frame, and is the heart of the program. */ | ||
SDL_AppResult SDL_AppIterate(void *appstate) | ||
{ | ||
int winw = 640, winh = 480; | ||
const char *text = "Plug in a joystick, please."; | ||
float x, y; | ||
int i; | ||
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if (joystick) { /* we have a stick opened? */ | ||
text = SDL_GetJoystickName(joystick); | ||
} | ||
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
SDL_RenderClear(renderer); | ||
SDL_GetWindowSize(window, &winw, &winh); | ||
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/* note that you can get input as events, instead of polling, which is | ||
better since it won't miss button presses if the system is lagging, | ||
but often times checking the current state per-frame is good enough, | ||
and maybe better if you'd rather _drop_ inputs due to lag. */ | ||
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if (joystick) { /* we have a stick opened? */ | ||
const float size = 30.0f; | ||
int total; | ||
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/* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */ | ||
total = SDL_GetNumJoystickAxes(joystick); | ||
y = (float) ((winh - (total * size)) / 2); | ||
x = ((float) winw) / 2.0f; | ||
for (i = 0; i < total; i++) { | ||
const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f); /* make it -1.0f to 1.0f */ | ||
const float dx = x + (val * x); | ||
const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size }; | ||
SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
SDL_RenderFillRect(renderer, &dst); | ||
y += size; | ||
} | ||
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/* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */ | ||
total = SDL_GetNumJoystickButtons(joystick); | ||
x = (float) ((winw - (total * size)) / 2); | ||
for (i = 0; i < total; i++) { | ||
const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
const SDL_FRect dst = { x, 0.0f, size, size }; | ||
if (SDL_GetJoystickButton(joystick, i)) { | ||
SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
} else { | ||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
} | ||
SDL_RenderFillRect(renderer, &dst); | ||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a); | ||
SDL_RenderRect(renderer, &dst); /* outline it */ | ||
x += size; | ||
} | ||
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/* draw hats across the bottom of the screen. */ | ||
total = SDL_GetNumJoystickHats(joystick); | ||
x = ((float) ((winw - (total * (size * 2.0f))) / 2.0f)) + (size / 2.0f); | ||
y = ((float) winh) - size; | ||
for (i = 0; i < total; i++) { | ||
const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; | ||
const float thirdsize = size / 3.0f; | ||
const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } }; | ||
const Uint8 hat = SDL_GetJoystickHat(joystick, i); | ||
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SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255); | ||
SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross)); | ||
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SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); | ||
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if (hat & SDL_HAT_UP) { | ||
const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize }; | ||
SDL_RenderFillRect(renderer, &dst); | ||
} | ||
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if (hat & SDL_HAT_RIGHT) { | ||
const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize }; | ||
SDL_RenderFillRect(renderer, &dst); | ||
} | ||
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if (hat & SDL_HAT_DOWN) { | ||
const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize }; | ||
SDL_RenderFillRect(renderer, &dst); | ||
} | ||
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if (hat & SDL_HAT_LEFT) { | ||
const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize }; | ||
SDL_RenderFillRect(renderer, &dst); | ||
} | ||
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x += size * 2; | ||
} | ||
} | ||
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x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f; | ||
y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f; | ||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); | ||
SDL_RenderDebugText(renderer, x, y, text); | ||
SDL_RenderPresent(renderer); | ||
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return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
} | ||
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/* This function runs once at shutdown. */ | ||
void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
{ | ||
if (joystick) { | ||
SDL_CloseJoystick(joystick); | ||
} | ||
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/* SDL will clean up the window/renderer for us. */ | ||
} |