update SDL3 from 3.2.20 to 3.4.2
This commit is contained in:
@@ -13,8 +13,8 @@
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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 this interface instead
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of gamepads. */
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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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/* SDL can handle multiple joysticks, but for simplicity, this program only
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deals with the first stick it sees. */
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@@ -41,7 +41,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, SDL_WINDOW_RESIZABLE, &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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@@ -13,8 +13,8 @@
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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 this interface instead
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of gamepads. */
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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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@@ -111,7 +111,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, SDL_WINDOW_RESIZABLE, &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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Binary file not shown.
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Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 534 KiB |
@@ -0,0 +1,11 @@
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This example code looks for the current gamepad state once per frame,
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and draws a visual representation of it. See 01-joystick-polling for the
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equivalent example code for the lower-level joystick API.
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Please note that on the web, gamepads don't show up until you interact with
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them, so press a button to "connect" the controller.
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Also note that on the web, gamepad triggers are treated as buttons (either
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pressed or not) instead of axes (pressed 0 to 100 percent). This is a web
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issue, not an SDL limitation.
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@@ -0,0 +1,221 @@
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/*
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* This example code looks for the current gamepad state once per frame,
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* and draws a visual representation of it. See 01-joystick-polling for the
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* equivalent example code for the lower-level joystick API.
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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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/* SDL can handle multiple gamepads, but for simplicity, this program only
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deals with the first gamepad it sees. */
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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_Texture *texture = NULL;
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static SDL_Gamepad *gamepad = NULL;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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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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char *png_path = NULL;
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SDL_Surface *surface = NULL;
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SDL_SetAppMetadata("Example Input Gamepad Polling", "1.0", "com.example.input-gamepad-polling");
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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-polling", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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if (!SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_STRETCH)) {
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return SDL_APP_FAILURE;
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}
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%sgamepad_front.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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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 gamepad, but also each already-connected gamepad during SDL_Init(). */
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if (gamepad == NULL) { /* we don't have a stick yet and one was added, open it! */
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gamepad = SDL_OpenGamepad(event->gdevice.which);
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if (!gamepad) {
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SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
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}
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}
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} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
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if (gamepad && (SDL_GetGamepadID(gamepad) == event->gdevice.which)) {
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SDL_CloseGamepad(gamepad); /* our controller was unplugged. */
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gamepad = NULL;
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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 char *text = "Plug in a gamepad, please.";
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static Uint64 leftthumblast = 0xFFFFFFFF;
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static Uint64 rightthumblast = 0xFFFFFFFF;
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const Uint64 now = SDL_GetTicks();
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Sint16 axis_x, axis_y;
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float x, y;
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int i;
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if (gamepad) { /* we have a stick opened? */
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text = SDL_GetGamepadName(gamepad);
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); /* white */
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SDL_RenderClear(renderer);
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/* note that you can get input as events, instead of polling, which is
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better since it won't miss button presses if the system is lagging,
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but often times checking the current state per-frame is good enough,
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and maybe better if you'd rather _drop_ inputs due to lag. */
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if (gamepad) { /* we have a stick opened? */
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/* where to draw the buttons */
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const SDL_FRect buttons[] = {
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{ 497, 266, 38, 38 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
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{ 550, 217, 38, 38 }, /* SDL_GAMEPAD_BUTTON_EAST */
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{ 445, 221, 38, 38 }, /* SDL_GAMEPAD_BUTTON_WEST */
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{ 499, 173, 38, 38 }, /* SDL_GAMEPAD_BUTTON_NORTH */
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{ 235, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 287, 195, 69, 69 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 377, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_START */
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{ 91, 234, 63, 63 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 381, 354, 63, 63 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 74, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 468, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 207, 316, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 207, 384, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 173, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 242, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 310, 286, 23, 27 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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/* there are other buttons: paddles on the back of the gamepad, touchpads, etc, but this is good enough for now. */
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};
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SDL_RenderTexture(renderer, texture, NULL, NULL); /* draw the gamepad picture to the whole window. */
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/* draw green boxes over buttons that are currently pressed. */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); /* green */
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for (i = 0; i < SDL_arraysize(buttons); i++) {
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if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton) i)) {
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SDL_RenderFillRect(renderer, &buttons[i]);
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}
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); /* yellow */
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/* left thumb axis. */
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axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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leftthumblast = now; /* keep drawing, we're still moving. */
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}
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if ((now - leftthumblast) < 500) { /* draw if there was movement in the last half-second. */
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const SDL_FRect box = { 107 + ((axis_x / 32767.0f) * 30.0f), 252 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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SDL_RenderFillRect(renderer, &box);
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}
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/* right thumb axis. */
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axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
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if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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rightthumblast = now; /* keep drawing, we're still moving. */
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}
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if ((now - rightthumblast) < 500) { /* draw if there was movement in the last half-second. */
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const SDL_FRect box = { 397 + ((axis_x / 32767.0f) * 30.0f), 370 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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SDL_RenderFillRect(renderer, &box);
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}
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/* left trigger. */
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
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if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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const float height = ((axis_y / 32767.0f) * 65.0f);
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const SDL_FRect box = { 127, 1 + (65.0f - height), 37, height };
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SDL_RenderFillRect(renderer, &box);
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}
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/* right trigger. */
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
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if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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const float height = ((axis_y / 32767.0f) * 65.0f);
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const SDL_FRect box = { 481, 1 + (65.0f - height), 37, height };
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SDL_RenderFillRect(renderer, &box);
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}
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}
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x = (((float) WINDOW_WIDTH) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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if (gamepad) {
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y = (float) (WINDOW_HEIGHT - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2));
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} else {
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y = (((float) WINDOW_HEIGHT) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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}
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); /* blue */
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SDL_RenderDebugText(renderer, x, y, text);
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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_DestroyTexture(texture);
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SDL_CloseGamepad(gamepad);
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/* SDL will clean up the window/renderer for us. */
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}
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Binary file not shown.
|
After Width: | Height: | Size: 54 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 52 KiB |
@@ -0,0 +1,2 @@
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This example code looks for gamepad input in the event handler, and
|
||||
reports any changes as a flood of info.
|
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@@ -0,0 +1,212 @@
|
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/*
|
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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. */
|
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static SDL_Window *window = NULL;
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||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_Color colors[64];
|
||||
|
||||
#define MOTION_EVENT_COOLDOWN 40
|
||||
|
||||
typedef struct EventMessage
|
||||
{
|
||||
char *str;
|
||||
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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||||
switch (state) {
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||||
case SDL_POWERSTATE_ERROR: return "ERROR";
|
||||
case SDL_POWERSTATE_UNKNOWN: return "UNKNOWN";
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||||
case SDL_POWERSTATE_ON_BATTERY: return "ON BATTERY";
|
||||
case SDL_POWERSTATE_NO_BATTERY: return "NO BATTERY";
|
||||
case SDL_POWERSTATE_CHARGING: return "CHARGING";
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||||
case SDL_POWERSTATE_CHARGED: return "CHARGED";
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||||
default: break;
|
||||
}
|
||||
return "UNKNOWN";
|
||||
}
|
||||
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||||
static void add_message(SDL_JoystickID jid, const char *fmt, ...)
|
||||
{
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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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||||
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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);
|
||||
if (!str) {
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||||
SDL_free(msg);
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||||
return; // oh well.
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||||
}
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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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||||
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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. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
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)) {
|
||||
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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After Width: | Height: | Size: 16 KiB |
Reference in New Issue
Block a user