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examples: Added input/04-gamepad-events
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examples/CMakeLists.txt

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@@ -150,6 +150,7 @@ add_sdl_example_executable(audio-planar-data SOURCES audio/05-planar-data/planar
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add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-polling/joystick-polling.c)
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add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c)
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add_sdl_example_executable(input-gamepad-polling SOURCES input/03-gamepad-polling/gamepad-polling.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp)
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add_sdl_example_executable(input-gamepad-events SOURCES input/04-gamepad-events/gamepad-events.c)
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add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.bmp)
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This example code looks for gamepad input in the event handler, and
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reports any changes as a flood of info.
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/*
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* This example code looks for gamepad input in the event handler, and
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* reports any changes as a flood of info.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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/* Joysticks are low-level interfaces: there's something with a bunch of
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buttons, axes and hats, in no understood order or position. This is
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a flexible interface, but you'll need to build some sort of configuration
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UI to let people tell you what button, etc, does what. On top of this
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interface, SDL offers the "gamepad" API, which works with lots of devices,
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and knows how to map arbitrary buttons and such to look like an
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Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
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but isn't necessarily a good fit for complex apps and hardware. A flight
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simulator, a realistic racing game, etc, might want the joystick interface
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instead of gamepads. */
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Color colors[64];
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#define MOTION_EVENT_COOLDOWN 40
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typedef struct EventMessage
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{
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char *str;
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SDL_Color color;
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Uint64 start_ticks;
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struct EventMessage *next;
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} EventMessage;
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static EventMessage messages;
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static EventMessage *messages_tail = &messages;
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static const char *battery_state_string(SDL_PowerState state)
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{
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switch (state) {
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case SDL_POWERSTATE_ERROR: return "ERROR";
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case SDL_POWERSTATE_UNKNOWN: return "UNKNOWN";
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case SDL_POWERSTATE_ON_BATTERY: return "ON BATTERY";
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case SDL_POWERSTATE_NO_BATTERY: return "NO BATTERY";
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case SDL_POWERSTATE_CHARGING: return "CHARGING";
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case SDL_POWERSTATE_CHARGED: return "CHARGED";
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default: break;
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}
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return "UNKNOWN";
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}
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static void add_message(SDL_JoystickID jid, const char *fmt, ...)
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{
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const SDL_Color *color = &colors[((size_t) jid) % SDL_arraysize(colors)];
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EventMessage *msg = NULL;
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char *str = NULL;
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va_list ap;
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msg = (EventMessage *) SDL_calloc(1, sizeof (*msg));
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if (!msg) {
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return; // oh well.
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}
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va_start(ap, fmt);
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SDL_vasprintf(&str, fmt, ap);
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va_end(ap);
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if (!str) {
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SDL_free(msg);
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return; // oh well.
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}
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msg->str = str;
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SDL_copyp(&msg->color, color);
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msg->start_ticks = SDL_GetTicks();
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msg->next = NULL;
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messages_tail->next = msg;
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messages_tail = msg;
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}
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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SDL_SetAppMetadata("Example Input Gamepad Events", "1.0", "com.example.input-gamepad-events");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-events", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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colors[0].r = colors[0].g = colors[0].b = colors[0].a = 255;
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for (i = 1; i < SDL_arraysize(colors); i++) {
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colors[i].r = SDL_rand(255);
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colors[i].g = SDL_rand(255);
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colors[i].b = SDL_rand(255);
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colors[i].a = 255;
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}
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add_message(0, "Please plug in a gamepad.");
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
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/* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */
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const SDL_JoystickID which = event->gdevice.which;
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SDL_Gamepad *gamepad = SDL_OpenGamepad(which);
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if (!gamepad) {
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add_message(which, "Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
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} else {
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char *mapping = SDL_GetGamepadMapping(gamepad);
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add_message(which, "Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
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if (mapping) {
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add_message(which, "Gamepad #%u mapping: %s", (unsigned int) which, mapping);
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SDL_free(mapping);
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}
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}
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} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
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const SDL_JoystickID which = event->gdevice.which;
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SDL_Gamepad *gamepad = SDL_GetGamepadFromID(which);
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if (gamepad) {
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SDL_CloseGamepad(gamepad); /* the gamepad was unplugged. */
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}
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add_message(which, "Gamepad #%u removed", (unsigned int) which);
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} else if (event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION) {
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static Uint64 axis_motion_cooldown_time = 0; /* these are spammy, only show every X milliseconds. */
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const Uint64 now = SDL_GetTicks();
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if (now >= axis_motion_cooldown_time) {
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const SDL_JoystickID which = event->gaxis.which;
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axis_motion_cooldown_time = now + MOTION_EVENT_COOLDOWN;
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add_message(which, "Gamepad #%u axis %s -> %d", (unsigned int) which, SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event->gaxis.axis), (int) event->gaxis.value);
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}
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} else if ((event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) || (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN)) {
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const SDL_JoystickID which = event->gbutton.which;
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add_message(which, "Gamepad #%u button %s -> %s", (unsigned int) which, SDL_GetGamepadStringForButton((SDL_GamepadButton) event->gbutton.button), event->gbutton.down ? "PRESSED" : "RELEASED");
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} else if (event->type == SDL_EVENT_JOYSTICK_BATTERY_UPDATED) {
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const SDL_JoystickID which = event->jbattery.which;
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if (SDL_IsGamepad(which)) { /* this is only reported for joysticks, so make sure this joystick is _actually_ a gamepad. */
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add_message(which, "Gamepad #%u battery -> %s - %d%%", (unsigned int) which, battery_state_string(event->jbattery.state), event->jbattery.percent);
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}
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const Uint64 now = SDL_GetTicks();
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const float msg_lifetime = 3500.0f; /* milliseconds a message lives for. */
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EventMessage *msg = messages.next;
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float prev_y = 0.0f;
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int winw = 640, winh = 480;
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_GetWindowSize(window, &winw, &winh);
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while (msg) {
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float x, y;
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const float life_percent = ((float) (now - msg->start_ticks)) / msg_lifetime;
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if (life_percent >= 1.0f) { /* msg is done. */
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messages.next = msg->next;
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if (messages_tail == msg) {
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messages_tail = &messages;
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}
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SDL_free(msg->str);
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SDL_free(msg);
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msg = messages.next;
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continue;
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}
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x = (((float) winw) - (SDL_strlen(msg->str) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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y = ((float) winh) * life_percent;
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if ((prev_y != 0.0f) && ((prev_y - y) < ((float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE))) {
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msg->start_ticks = now;
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break; // wait for the previous message to tick up a little.
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}
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SDL_SetRenderDrawColor(renderer, msg->color.r, msg->color.g, msg->color.b, (Uint8) (((float) msg->color.a) * (1.0f - life_percent)));
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SDL_RenderDebugText(renderer, x, y, msg->str);
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prev_y = y;
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msg = msg->next;
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_Quit();
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/* SDL will clean up the window/renderer for us. We let the gamepads leak. */
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}
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