mirror of
https://github.com/shadps4-emu/ext-SDL.git
synced 2024-12-13 22:08:48 +00:00
879 lines
27 KiB
C
879 lines
27 KiB
C
/*
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_test_font.h>
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#include "gamepadutils.h"
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#include "gamepad_front.h"
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#include "gamepad_back.h"
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#include "gamepad_touchpad.h"
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#include "gamepad_button.h"
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#include "gamepad_button_small.h"
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#include "gamepad_axis.h"
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#include "gamepad_axis_arrow.h"
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/* This is indexed by SDL_GamepadButton. */
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static const struct
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{
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int x;
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int y;
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} button_positions[] = {
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{ 412, 192 }, /* SDL_GAMEPAD_BUTTON_A */
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{ 456, 157 }, /* SDL_GAMEPAD_BUTTON_B */
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{ 367, 157 }, /* SDL_GAMEPAD_BUTTON_X */
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{ 414, 126 }, /* SDL_GAMEPAD_BUTTON_Y */
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{ 199, 157 }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 257, 153 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 314, 157 }, /* SDL_GAMEPAD_BUTTON_START */
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{ 100, 179 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 330, 255 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 102, 65 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 421, 61 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 179, 213 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 179, 274 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 141, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 211, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 257, 199 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
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{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
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{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
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{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
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};
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/* This is indexed by SDL_GamepadAxis. */
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static const struct
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{
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int x;
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int y;
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double angle;
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} axis_positions[] = {
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{ 99, 178, 270.0 }, /* LEFTX */
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{ 99, 178, 0.0 }, /* LEFTY */
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{ 331, 256, 270.0 }, /* RIGHTX */
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{ 331, 256, 0.0 }, /* RIGHTY */
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{ 116, 5, 0.0 }, /* TRIGGERLEFT */
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{ 400, 5, 0.0 }, /* TRIGGERRIGHT */
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};
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static SDL_Rect touchpad_area = {
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148, 20, 216, 118
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};
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typedef struct
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{
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Uint8 state;
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float x;
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float y;
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float pressure;
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} GamepadTouchpadFinger;
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struct GamepadImage
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{
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SDL_Renderer *renderer;
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SDL_Texture *front_texture;
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SDL_Texture *back_texture;
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SDL_Texture *touchpad_texture;
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SDL_Texture *button_texture;
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SDL_Texture *axis_texture;
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int gamepad_width;
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int gamepad_height;
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int touchpad_width;
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int touchpad_height;
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int button_width;
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int button_height;
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int axis_width;
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int axis_height;
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int x;
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int y;
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SDL_bool showing_front;
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SDL_bool showing_touchpad;
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SDL_bool buttons[SDL_GAMEPAD_BUTTON_MAX];
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int axes[SDL_GAMEPAD_AXIS_MAX];
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int num_fingers;
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GamepadTouchpadFinger *fingers;
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};
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static SDL_Texture *CreateTexture(SDL_Renderer *renderer, unsigned char *data, unsigned int len)
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{
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SDL_Texture *texture = NULL;
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SDL_Surface *surface;
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SDL_RWops *src = SDL_RWFromConstMem(data, len);
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if (src) {
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surface = SDL_LoadBMP_RW(src, SDL_TRUE);
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if (surface) {
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_DestroySurface(surface);
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}
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}
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return texture;
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}
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GamepadImage *CreateGamepadImage(SDL_Renderer *renderer)
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{
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GamepadImage *ctx = SDL_calloc(1, sizeof(*ctx));
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if (ctx) {
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ctx->renderer = renderer;
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ctx->front_texture = CreateTexture(renderer, gamepad_front_bmp, gamepad_front_bmp_len);
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ctx->back_texture = CreateTexture(renderer, gamepad_back_bmp, gamepad_back_bmp_len);
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SDL_QueryTexture(ctx->front_texture, NULL, NULL, &ctx->gamepad_width, &ctx->gamepad_height);
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ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_bmp, gamepad_touchpad_bmp_len);
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SDL_QueryTexture(ctx->touchpad_texture, NULL, NULL, &ctx->touchpad_width, &ctx->touchpad_height);
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ctx->button_texture = CreateTexture(renderer, gamepad_button_bmp, gamepad_button_bmp_len);
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SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
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SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
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ctx->axis_texture = CreateTexture(renderer, gamepad_axis_bmp, gamepad_axis_bmp_len);
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SDL_QueryTexture(ctx->axis_texture, NULL, NULL, &ctx->axis_width, &ctx->axis_height);
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SDL_SetTextureColorMod(ctx->axis_texture, 10, 255, 21);
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ctx->showing_front = SDL_TRUE;
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}
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return ctx;
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}
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void SetGamepadImagePosition(GamepadImage *ctx, int x, int y)
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{
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if (!ctx) {
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return;
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}
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ctx->x = x;
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ctx->y = y;
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}
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void SetGamepadImageShowingFront(GamepadImage *ctx, SDL_bool showing_front)
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{
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if (!ctx) {
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return;
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}
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ctx->showing_front = showing_front;
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}
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void SetGamepadImageShowingTouchpad(GamepadImage *ctx, SDL_bool showing_touchpad)
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{
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if (!ctx) {
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return;
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}
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ctx->showing_touchpad = showing_touchpad;
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}
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void GetGamepadImageArea(GamepadImage *ctx, int *x, int *y, int *width, int *height)
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{
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if (!ctx) {
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if (x) {
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*x = 0;
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}
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if (y) {
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*y = 0;
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}
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if (width) {
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*width = 0;
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}
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if (height) {
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*height = 0;
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}
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return;
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}
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if (x) {
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*x = ctx->x;
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}
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if (y) {
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*y = ctx->y;
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}
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if (width) {
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*width = ctx->gamepad_width;
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}
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if (height) {
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*height = ctx->gamepad_height;
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if (ctx->showing_touchpad) {
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*height += ctx->touchpad_height;
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}
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}
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}
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int GetGamepadImageButtonWidth(GamepadImage *ctx)
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{
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if (!ctx) {
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return 0;
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}
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return ctx->button_width;
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}
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int GetGamepadImageButtonHeight(GamepadImage *ctx)
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{
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if (!ctx) {
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return 0;
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}
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return ctx->button_height;
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}
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int GetGamepadImageAxisWidth(GamepadImage *ctx)
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{
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if (!ctx) {
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return 0;
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}
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return ctx->axis_width;
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}
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int GetGamepadImageAxisHeight(GamepadImage *ctx)
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{
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if (!ctx) {
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return 0;
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}
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return ctx->axis_height;
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}
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SDL_GamepadButton GetGamepadImageButtonAt(GamepadImage *ctx, float x, float y)
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{
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SDL_FPoint point;
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int i;
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if (!ctx) {
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return SDL_GAMEPAD_BUTTON_INVALID;
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}
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point.x = x;
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point.y = y;
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for (i = 0; i < SDL_arraysize(button_positions); ++i) {
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SDL_bool on_front = SDL_TRUE;
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if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
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on_front = SDL_FALSE;
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}
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if (on_front == ctx->showing_front) {
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SDL_FRect rect;
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rect.x = (float)ctx->x + button_positions[i].x - ctx->button_width / 2;
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rect.y = (float)ctx->y + button_positions[i].y - ctx->button_height / 2;
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rect.w = (float)ctx->button_width;
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rect.h = (float)ctx->button_height;
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if (SDL_PointInRectFloat(&point, &rect)) {
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return (SDL_GamepadButton)i;
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}
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}
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}
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return SDL_GAMEPAD_BUTTON_INVALID;
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}
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SDL_GamepadAxis GetGamepadImageAxisAt(GamepadImage *ctx, float x, float y)
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{
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SDL_FPoint point;
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int i;
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if (!ctx) {
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return SDL_GAMEPAD_AXIS_INVALID;
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}
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point.x = x;
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point.y = y;
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if (ctx->showing_front) {
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for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
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SDL_FRect rect;
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rect.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
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rect.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
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rect.w = (float)ctx->axis_width;
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rect.h = (float)ctx->axis_height;
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if (SDL_PointInRectFloat(&point, &rect)) {
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return (SDL_GamepadAxis)i;
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}
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}
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}
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return SDL_GAMEPAD_AXIS_INVALID;
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}
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void ClearGamepadImage(GamepadImage *ctx)
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{
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if (!ctx) {
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return;
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}
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SDL_zeroa(ctx->buttons);
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SDL_zeroa(ctx->axes);
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}
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void SetGamepadImageButton(GamepadImage *ctx, SDL_GamepadButton button, SDL_bool active)
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{
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if (!ctx) {
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return;
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}
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ctx->buttons[button] = active;
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}
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void SetGamepadImageAxis(GamepadImage *ctx, SDL_GamepadAxis axis, int direction)
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{
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if (!ctx) {
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return;
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}
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ctx->axes[axis] = direction;
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}
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void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
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{
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int i;
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if (!ctx) {
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return;
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}
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for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
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const SDL_GamepadButton button = (SDL_GamepadButton)i;
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if (SDL_GetGamepadButton(gamepad, button) == SDL_PRESSED) {
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SetGamepadImageButton(ctx, button, SDL_TRUE);
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} else {
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SetGamepadImageButton(ctx, button, SDL_FALSE);
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}
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}
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for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
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if (value < -deadzone) {
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SetGamepadImageAxis(ctx, axis, -1);
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} else if (value > deadzone) {
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SetGamepadImageAxis(ctx, axis, 1);
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} else {
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SetGamepadImageAxis(ctx, axis, 0);
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}
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}
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if (SDL_GetNumGamepadTouchpads(gamepad) > 0) {
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int num_fingers = SDL_GetNumGamepadTouchpadFingers(gamepad, 0);
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if (num_fingers != ctx->num_fingers) {
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GamepadTouchpadFinger *fingers = (GamepadTouchpadFinger *)SDL_realloc(ctx->fingers, num_fingers * sizeof(*fingers));
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if (fingers) {
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ctx->fingers = fingers;
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ctx->num_fingers = num_fingers;
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} else {
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num_fingers = SDL_min(ctx->num_fingers, num_fingers);
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}
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}
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for (i = 0; i < num_fingers; ++i) {
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GamepadTouchpadFinger *finger = &ctx->fingers[i];
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SDL_GetGamepadTouchpadFinger(gamepad, 0, i, &finger->state, &finger->x, &finger->y, &finger->pressure);
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}
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}
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}
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void RenderGamepadImage(GamepadImage *ctx)
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{
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SDL_FRect dst;
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int i;
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if (!ctx) {
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return;
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}
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dst.x = (float)ctx->x;
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dst.y = (float)ctx->y;
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dst.w = (float)ctx->gamepad_width;
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dst.h = (float)ctx->gamepad_height;
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if (ctx->showing_front) {
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SDL_RenderTexture(ctx->renderer, ctx->front_texture, NULL, &dst);
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} else {
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SDL_RenderTexture(ctx->renderer, ctx->back_texture, NULL, &dst);
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}
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for (i = 0; i < SDL_arraysize(button_positions); ++i) {
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if (ctx->buttons[i]) {
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SDL_bool on_front = SDL_TRUE;
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if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
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on_front = SDL_FALSE;
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}
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if (on_front == ctx->showing_front) {
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dst.x = (float)ctx->x + button_positions[i].x - ctx->button_width / 2;
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dst.y = (float)ctx->y + button_positions[i].y - ctx->button_height / 2;
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dst.w = (float)ctx->button_width;
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dst.h = (float)ctx->button_height;
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SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
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}
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}
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}
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if (ctx->showing_front) {
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for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
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if (ctx->axes[i] < 0) {
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const double angle = axis_positions[i].angle;
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dst.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
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dst.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
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dst.w = (float)ctx->axis_width;
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dst.h = (float)ctx->axis_height;
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SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (ctx->axes[i] > 0) {
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const double angle = axis_positions[i].angle + 180.0;
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dst.x = (float)ctx->x + axis_positions[i].x - ctx->axis_width / 2;
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dst.y = (float)ctx->y + axis_positions[i].y - ctx->axis_height / 2;
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dst.w = (float)ctx->axis_width;
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dst.h = (float)ctx->axis_height;
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SDL_RenderTextureRotated(ctx->renderer, ctx->axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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}
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if (ctx->showing_touchpad) {
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dst.x = (float)ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
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dst.y = (float)ctx->y + ctx->gamepad_height;
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dst.w = (float)ctx->touchpad_width;
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dst.h = (float)ctx->touchpad_height;
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SDL_RenderTexture(ctx->renderer, ctx->touchpad_texture, NULL, &dst);
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for (i = 0; i < ctx->num_fingers; ++i) {
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GamepadTouchpadFinger *finger = &ctx->fingers[i];
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if (finger->state) {
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dst.x = (float)ctx->x + (ctx->gamepad_width - ctx->touchpad_width) / 2;
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dst.x += touchpad_area.x + finger->x * touchpad_area.w;
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dst.x -= ctx->button_width / 2;
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dst.y = (float)ctx->y + ctx->gamepad_height;
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dst.y += touchpad_area.y + finger->y * touchpad_area.h;
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dst.y -= ctx->button_height / 2;
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dst.w = (float)ctx->button_width;
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dst.h = (float)ctx->button_height;
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SDL_SetTextureAlphaMod(ctx->button_texture, (Uint8)(finger->pressure * SDL_ALPHA_OPAQUE));
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SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
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SDL_SetTextureAlphaMod(ctx->button_texture, SDL_ALPHA_OPAQUE);
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}
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}
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}
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}
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void DestroyGamepadImage(GamepadImage *ctx)
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{
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if (ctx) {
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SDL_DestroyTexture(ctx->front_texture);
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SDL_DestroyTexture(ctx->back_texture);
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SDL_DestroyTexture(ctx->button_texture);
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SDL_DestroyTexture(ctx->axis_texture);
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SDL_free(ctx);
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}
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}
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static const char *gamepad_button_names[] = {
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"A",
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"B",
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"X",
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"Y",
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"Back",
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"Guide",
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"Start",
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"Left Stick",
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"Right Stick",
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"Left Shoulder",
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"Right Shoulder",
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"DPAD Up",
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"DPAD Down",
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"DPAD Left",
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"DPAD Right",
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"Misc1",
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"Paddle1",
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"Paddle2",
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"Paddle3",
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"Paddle4",
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"Touchpad",
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};
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SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
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static const char *gamepad_axis_names[] = {
|
|
"LeftX",
|
|
"RightX",
|
|
"RightX",
|
|
"RightY",
|
|
"Left Trigger",
|
|
"Right Trigger",
|
|
};
|
|
SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_MAX);
|
|
|
|
struct GamepadDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *button_texture;
|
|
SDL_Texture *arrow_texture;
|
|
int button_width;
|
|
int button_height;
|
|
int arrow_width;
|
|
int arrow_height;
|
|
|
|
SDL_Rect area;
|
|
};
|
|
|
|
GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer)
|
|
{
|
|
GamepadDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
|
|
SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
|
|
|
|
ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
|
|
SDL_QueryTexture(ctx->arrow_texture, NULL, NULL, &ctx->arrow_width, &ctx->arrow_height);
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetGamepadDisplayArea(GamepadDisplay *ctx, int x, int y, int w, int h)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->area.x = x;
|
|
ctx->area.y = y;
|
|
ctx->area.w = w;
|
|
ctx->area.h = h;
|
|
}
|
|
|
|
void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
|
|
{
|
|
float x, y;
|
|
int i;
|
|
char text[32];
|
|
const float margin = 8.0f;
|
|
const float center = ctx->area.w / 2.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FRect dst, rect;
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
x = ctx->area.x + margin;
|
|
y = ctx->area.y + margin;
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
|
|
if (SDL_GamepadHasButton(gamepad, (SDL_GamepadButton)i)) {
|
|
SDL_snprintf(text, sizeof(text), "%s:", gamepad_button_names[i]);
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
|
|
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + center + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = (float)ctx->button_width;
|
|
dst.h = (float)ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
y += ctx->button_height + 2.0f;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
|
|
if (SDL_GamepadHasAxis(gamepad, (SDL_GamepadAxis)i)) {
|
|
SDL_bool has_negative = (i != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && i != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
|
Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)i);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%s:", gamepad_axis_names[i]);
|
|
SDLTest_DrawString(ctx->renderer, x + center - SDL_strlen(text) * FONT_CHARACTER_SIZE, y, text);
|
|
dst.x = x + center + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
|
|
dst.w = (float)ctx->arrow_width;
|
|
dst.h = (float)ctx->arrow_height;
|
|
|
|
if (has_negative) {
|
|
if (value == SDL_MIN_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
|
|
}
|
|
|
|
dst.x += (float)ctx->arrow_width;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
|
|
rect.x = dst.x + arrow_extent - 2.0f;
|
|
rect.y = dst.y;
|
|
rect.w = 4.0f;
|
|
rect.h = (float)ctx->arrow_height;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
if (value < 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
|
|
rect.x = dst.x + arrow_extent - rect.w;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value > 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
|
|
rect.x = dst.x;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value == SDL_MAX_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DestroyGamepadDisplay(GamepadDisplay *ctx)
|
|
{
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
|
|
struct JoystickDisplay
|
|
{
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *button_texture;
|
|
SDL_Texture *arrow_texture;
|
|
int button_width;
|
|
int button_height;
|
|
int arrow_width;
|
|
int arrow_height;
|
|
|
|
SDL_Rect area;
|
|
};
|
|
|
|
JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer)
|
|
{
|
|
JoystickDisplay *ctx = SDL_calloc(1, sizeof(*ctx));
|
|
if (ctx) {
|
|
ctx->renderer = renderer;
|
|
|
|
ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
|
|
SDL_QueryTexture(ctx->button_texture, NULL, NULL, &ctx->button_width, &ctx->button_height);
|
|
|
|
ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
|
|
SDL_QueryTexture(ctx->arrow_texture, NULL, NULL, &ctx->arrow_width, &ctx->arrow_height);
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void SetJoystickDisplayArea(JoystickDisplay *ctx, int x, int y, int w, int h)
|
|
{
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
ctx->area.x = x;
|
|
ctx->area.y = y;
|
|
ctx->area.w = w;
|
|
ctx->area.h = h;
|
|
}
|
|
|
|
void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
|
|
{
|
|
float x, y;
|
|
int i;
|
|
int nbuttons = SDL_GetNumJoystickButtons(joystick);
|
|
int naxes = SDL_GetNumJoystickAxes(joystick);
|
|
int nhats = SDL_GetNumJoystickHats(joystick);
|
|
char text[32];
|
|
const float margin = 8.0f;
|
|
const float center = 80.0f;
|
|
const float arrow_extent = 48.0f;
|
|
SDL_FRect dst, rect;
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
|
|
|
x = (float)ctx->area.x + margin;
|
|
y = (float)ctx->area.y + margin;
|
|
|
|
if (nbuttons > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "BUTTONS");
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < nbuttons; ++i) {
|
|
SDL_snprintf(text, sizeof(text), "%2.d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
if (SDL_GetJoystickButton(joystick, (Uint8)i)) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = (float)ctx->button_width;
|
|
dst.h = (float)ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
x = (float)ctx->area.x + margin + center + margin;
|
|
y = (float)ctx->area.y + margin;
|
|
|
|
if (naxes > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "AXES");
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
for (i = 0; i < naxes; ++i) {
|
|
Sint16 value = SDL_GetJoystickAxis(joystick, i);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2.0f;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->arrow_height / 2;
|
|
dst.w = (float)ctx->arrow_width;
|
|
dst.h = (float)ctx->arrow_height;
|
|
|
|
if (value == SDL_MIN_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTextureRotated(ctx->renderer, ctx->arrow_texture, NULL, &dst, 0.0f, NULL, SDL_FLIP_HORIZONTAL);
|
|
|
|
dst.x += (float)ctx->arrow_width;
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, 200, 200, 200, SDL_ALPHA_OPAQUE);
|
|
rect.x = dst.x + arrow_extent - 2.0f;
|
|
rect.y = dst.y;
|
|
rect.w = 4.0f;
|
|
rect.h = (float)ctx->arrow_height;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
if (value < 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MIN_SINT16) * arrow_extent;
|
|
rect.x = dst.x + arrow_extent - rect.w;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value > 0) {
|
|
SDL_SetRenderDrawColor(ctx->renderer, 8, 200, 16, SDL_ALPHA_OPAQUE);
|
|
rect.w = ((float)value / SDL_MAX_SINT16) * arrow_extent;
|
|
rect.x = dst.x;
|
|
rect.y = dst.y + ctx->arrow_height * 0.25f;
|
|
rect.h = ctx->arrow_height / 2.0f;
|
|
SDL_RenderFillRect(ctx->renderer, &rect);
|
|
}
|
|
|
|
dst.x += arrow_extent;
|
|
|
|
if (value == SDL_MAX_SINT16) {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->arrow_texture, 255, 255, 255);
|
|
}
|
|
SDL_RenderTexture(ctx->renderer, ctx->arrow_texture, NULL, &dst);
|
|
|
|
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
|
|
|
y += ctx->button_height + 2;
|
|
}
|
|
}
|
|
|
|
y += FONT_LINE_HEIGHT + 2;
|
|
|
|
if (nhats > 0) {
|
|
SDLTest_DrawString(ctx->renderer, x, y, "HATS");
|
|
y += FONT_LINE_HEIGHT + 2 + 1.5f * ctx->button_height - FONT_CHARACTER_SIZE / 2;
|
|
|
|
for (i = 0; i < nhats; ++i) {
|
|
Uint8 value = SDL_GetJoystickHat(joystick, i);
|
|
|
|
SDL_snprintf(text, sizeof(text), "%d:", i);
|
|
SDLTest_DrawString(ctx->renderer, x, y, text);
|
|
|
|
if (value & SDL_HAT_LEFT) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x = x + FONT_CHARACTER_SIZE * SDL_strlen(text) + 2;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
dst.w = (float)ctx->button_width;
|
|
dst.h = (float)ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_UP) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x += (float)ctx->button_width;
|
|
dst.y -= (float)ctx->button_height;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_DOWN) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.y += (float)ctx->button_height * 2;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
if (value & SDL_HAT_RIGHT) {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
|
|
} else {
|
|
SDL_SetTextureColorMod(ctx->button_texture, 255, 255, 255);
|
|
}
|
|
|
|
dst.x += (float)ctx->button_width;
|
|
dst.y = y + FONT_CHARACTER_SIZE / 2 - ctx->button_height / 2;
|
|
SDL_RenderTexture(ctx->renderer, ctx->button_texture, NULL, &dst);
|
|
|
|
y += 3 * ctx->button_height + 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DestroyJoystickDisplay(JoystickDisplay *ctx)
|
|
{
|
|
SDL_free(ctx);
|
|
}
|
|
|