1 /*
2 Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
3
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
7
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
10 freely.
11 */
12
13 /* Game controller mapping generator */
14 /* Gabriel Jacobo <gabomdq@gmail.com> */
15
16 #include <stdio.h>
17 #include <stdlib.h>
18 #include <string.h>
19
20 #include "SDL.h"
21
22 #ifndef SDL_JOYSTICK_DISABLED
23
24 /* Define this for verbose output while mapping controllers */
25 #define DEBUG_CONTROLLERMAP
26
27 #define SCREEN_WIDTH 512
28 #define SCREEN_HEIGHT 320
29
30 #define MARKER_BUTTON 1
31 #define MARKER_AXIS 2
32
33 enum
34 {
35 SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
36 SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
37 SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
38 SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
39 SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
40 SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
41 SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
42 SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
43 SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
44 SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
45 SDL_CONTROLLER_BINDING_AXIS_MAX,
46 };
47
48 #define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
49
50 static struct
51 {
52 int x, y;
53 double angle;
54 int marker;
55
56 } s_arrBindingDisplay[] = {
57 { 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */
58 { 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */
59 { 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */
60 { 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */
61 { 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */
62 { 232, 128, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */
63 { 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */
64 { 75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
65 { 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
66 { 77, 40, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
67 { 396, 36, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
68 { 154, 188, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
69 { 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
70 { 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
71 { 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
72 { 232, 174, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_MISC1 */
73 { 132, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
74 { 330, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
75 { 132, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
76 { 330, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
77 { 0, 0, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_TOUCHPAD */
78 { 74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */
79 { 74, 153, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */
80 { 74, 153, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */
81 { 74, 153, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE */
82 { 306, 231, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE */
83 { 306, 231, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE */
84 { 306, 231, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE */
85 { 306, 231, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE */
86 { 91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */
87 { 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */
88 };
89 SDL_COMPILE_TIME_ASSERT(s_arrBindingDisplay, SDL_arraysize(s_arrBindingDisplay) == BINDING_COUNT);
90
91 static int s_arrBindingOrder[] = {
92 SDL_CONTROLLER_BUTTON_A,
93 SDL_CONTROLLER_BUTTON_B,
94 SDL_CONTROLLER_BUTTON_Y,
95 SDL_CONTROLLER_BUTTON_X,
96 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
97 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
98 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
99 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
100 SDL_CONTROLLER_BUTTON_LEFTSTICK,
101 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
102 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
103 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
104 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
105 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
106 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
107 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
108 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
109 SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
110 SDL_CONTROLLER_BUTTON_DPAD_UP,
111 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
112 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
113 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
114 SDL_CONTROLLER_BUTTON_BACK,
115 SDL_CONTROLLER_BUTTON_GUIDE,
116 SDL_CONTROLLER_BUTTON_START,
117 SDL_CONTROLLER_BUTTON_MISC1,
118 SDL_CONTROLLER_BUTTON_PADDLE1,
119 SDL_CONTROLLER_BUTTON_PADDLE2,
120 SDL_CONTROLLER_BUTTON_PADDLE3,
121 SDL_CONTROLLER_BUTTON_PADDLE4,
122 SDL_CONTROLLER_BUTTON_TOUCHPAD,
123 };
124 SDL_COMPILE_TIME_ASSERT(s_arrBindingOrder, SDL_arraysize(s_arrBindingOrder) == BINDING_COUNT);
125
126 typedef struct
127 {
128 SDL_GameControllerBindType bindType;
129 union
130 {
131 int button;
132
133 struct {
134 int axis;
135 int axis_min;
136 int axis_max;
137 } axis;
138
139 struct {
140 int hat;
141 int hat_mask;
142 } hat;
143
144 } value;
145
146 SDL_bool committed;
147
148 } SDL_GameControllerExtendedBind;
149
150 static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
151
152 typedef struct
153 {
154 SDL_bool m_bMoving;
155 int m_nLastValue;
156 int m_nStartingValue;
157 int m_nFarthestValue;
158 } AxisState;
159
160 static int s_nNumAxes;
161 static AxisState *s_arrAxisState;
162
163 static int s_iCurrentBinding;
164 static Uint32 s_unPendingAdvanceTime;
165 static SDL_bool s_bBindingComplete;
166
167 static SDL_Window *window;
168 static SDL_Renderer *screen;
169 static SDL_bool done = SDL_FALSE;
170 static SDL_bool bind_touchpad = SDL_FALSE;
171
172 SDL_Texture *
LoadTexture(SDL_Renderer * renderer,const char * file,SDL_bool transparent)173 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
174 {
175 SDL_Surface *temp;
176 SDL_Texture *texture;
177
178 /* Load the sprite image */
179 temp = SDL_LoadBMP(file);
180 if (temp == NULL) {
181 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
182 return NULL;
183 }
184
185 /* Set transparent pixel as the pixel at (0,0) */
186 if (transparent) {
187 if (temp->format->palette) {
188 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
189 }
190 }
191
192 /* Create textures from the image */
193 texture = SDL_CreateTextureFromSurface(renderer, temp);
194 if (!texture) {
195 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
196 SDL_FreeSurface(temp);
197 return NULL;
198 }
199 SDL_FreeSurface(temp);
200
201 /* We're ready to roll. :) */
202 return texture;
203 }
204
205 static int
StandardizeAxisValue(int nValue)206 StandardizeAxisValue(int nValue)
207 {
208 if (nValue > SDL_JOYSTICK_AXIS_MAX/2) {
209 return SDL_JOYSTICK_AXIS_MAX;
210 } else if (nValue < SDL_JOYSTICK_AXIS_MIN/2) {
211 return SDL_JOYSTICK_AXIS_MIN;
212 } else {
213 return 0;
214 }
215 }
216
217 static void
SetCurrentBinding(int iBinding)218 SetCurrentBinding(int iBinding)
219 {
220 int iIndex;
221 SDL_GameControllerExtendedBind *pBinding;
222
223 if (iBinding < 0) {
224 return;
225 }
226
227 if (iBinding == BINDING_COUNT) {
228 s_bBindingComplete = SDL_TRUE;
229 return;
230 }
231
232 if (s_arrBindingOrder[iBinding] == -1)
233 {
234 SetCurrentBinding(iBinding + 1);
235 return;
236 }
237
238 if (s_arrBindingOrder[iBinding] == SDL_CONTROLLER_BUTTON_TOUCHPAD &&
239 !bind_touchpad)
240 {
241 SetCurrentBinding(iBinding + 1);
242 return;
243 }
244
245 s_iCurrentBinding = iBinding;
246
247 pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
248 SDL_zerop(pBinding);
249
250 for (iIndex = 0; iIndex < s_nNumAxes; ++iIndex) {
251 s_arrAxisState[iIndex].m_nFarthestValue = s_arrAxisState[iIndex].m_nStartingValue;
252 }
253
254 s_unPendingAdvanceTime = 0;
255 }
256
257 static SDL_bool
BBindingContainsBinding(const SDL_GameControllerExtendedBind * pBindingA,const SDL_GameControllerExtendedBind * pBindingB)258 BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const SDL_GameControllerExtendedBind *pBindingB)
259 {
260 if (pBindingA->bindType != pBindingB->bindType)
261 {
262 return SDL_FALSE;
263 }
264 switch (pBindingA->bindType)
265 {
266 case SDL_CONTROLLER_BINDTYPE_AXIS:
267 if (pBindingA->value.axis.axis != pBindingB->value.axis.axis) {
268 return SDL_FALSE;
269 }
270 if (!pBindingA->committed) {
271 return SDL_FALSE;
272 }
273 {
274 int minA = SDL_min(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
275 int maxA = SDL_max(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
276 int minB = SDL_min(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
277 int maxB = SDL_max(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
278 return (minA <= minB && maxA >= maxB);
279 }
280 /* Not reached */
281 default:
282 return SDL_memcmp(pBindingA, pBindingB, sizeof(*pBindingA)) == 0;
283 }
284 }
285
286 static void
ConfigureBinding(const SDL_GameControllerExtendedBind * pBinding)287 ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
288 {
289 SDL_GameControllerExtendedBind *pCurrent;
290 int iIndex;
291 int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
292
293 /* Do we already have this binding? */
294 for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
295 pCurrent = &s_arrBindings[iIndex];
296 if (BBindingContainsBinding(pCurrent, pBinding)) {
297 if (iIndex == SDL_CONTROLLER_BUTTON_A && iCurrentElement != SDL_CONTROLLER_BUTTON_B) {
298 /* Skip to the next binding */
299 SetCurrentBinding(s_iCurrentBinding + 1);
300 return;
301 }
302
303 if (iIndex == SDL_CONTROLLER_BUTTON_B) {
304 /* Go back to the previous binding */
305 SetCurrentBinding(s_iCurrentBinding - 1);
306 return;
307 }
308
309 /* Already have this binding, ignore it */
310 return;
311 }
312 }
313
314 #ifdef DEBUG_CONTROLLERMAP
315 switch ( pBinding->bindType )
316 {
317 case SDL_CONTROLLER_BINDTYPE_NONE:
318 break;
319 case SDL_CONTROLLER_BINDTYPE_BUTTON:
320 SDL_Log("Configuring button binding for button %d\n", pBinding->value.button);
321 break;
322 case SDL_CONTROLLER_BINDTYPE_AXIS:
323 SDL_Log("Configuring axis binding for axis %d %d/%d committed = %s\n", pBinding->value.axis.axis, pBinding->value.axis.axis_min, pBinding->value.axis.axis_max, pBinding->committed ? "true" : "false");
324 break;
325 case SDL_CONTROLLER_BINDTYPE_HAT:
326 SDL_Log("Configuring hat binding for hat %d %d\n", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
327 break;
328 }
329 #endif /* DEBUG_CONTROLLERMAP */
330
331 /* Should the new binding override the existing one? */
332 pCurrent = &s_arrBindings[iCurrentElement];
333 if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
334 SDL_bool bNativeDPad, bCurrentDPad;
335 SDL_bool bNativeAxis, bCurrentAxis;
336
337 bNativeDPad = (iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_UP ||
338 iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
339 iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
340 iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
341 bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
342 if (bNativeDPad && bCurrentDPad) {
343 /* We already have a binding of the type we want, ignore the new one */
344 return;
345 }
346
347 bNativeAxis = (iCurrentElement >= SDL_CONTROLLER_BUTTON_MAX);
348 bCurrentAxis = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_AXIS);
349 if (bNativeAxis == bCurrentAxis &&
350 (pBinding->bindType != SDL_CONTROLLER_BINDTYPE_AXIS ||
351 pBinding->value.axis.axis != pCurrent->value.axis.axis)) {
352 /* We already have a binding of the type we want, ignore the new one */
353 return;
354 }
355 }
356
357 *pCurrent = *pBinding;
358
359 if (pBinding->committed) {
360 s_unPendingAdvanceTime = SDL_GetTicks();
361 } else {
362 s_unPendingAdvanceTime = 0;
363 }
364 }
365
366 static SDL_bool
BMergeAxisBindings(int iIndex)367 BMergeAxisBindings(int iIndex)
368 {
369 SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
370 SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex+1];
371 if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
372 pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
373 pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
374 if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
375 pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
376 pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
377 pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
378 return SDL_TRUE;
379 }
380 }
381 return SDL_FALSE;
382 }
383
384 static void
WatchJoystick(SDL_Joystick * joystick)385 WatchJoystick(SDL_Joystick * joystick)
386 {
387 SDL_Texture *background_front, *background_back, *button, *axis, *marker;
388 const char *name = NULL;
389 SDL_Event event;
390 SDL_Rect dst;
391 Uint8 alpha=200, alpha_step = -1;
392 Uint32 alpha_ticks = 0;
393 SDL_JoystickID nJoystickID;
394
395 background_front = LoadTexture(screen, "/usr/local/share/controllermap/controllermap.bmp", SDL_FALSE);
396 background_back = LoadTexture(screen, "/usr/local/share/controllermap/controllermap_back.bmp", SDL_FALSE);
397 button = LoadTexture(screen, "/usr/local/share/controllermap/button.bmp", SDL_TRUE);
398 axis = LoadTexture(screen, "/usr/local/share/controllermap/axis.bmp", SDL_TRUE);
399 SDL_RaiseWindow(window);
400
401 /* scale for platforms that don't give you the window size you asked for. */
402 SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
403
404 /* Print info about the joystick we are watching */
405 name = SDL_JoystickName(joystick);
406 SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
407 name ? name : "Unknown Joystick");
408 SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
409 SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
410 SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
411
412 SDL_Log("\n\n\
413 ====================================================================================\n\
414 Press the buttons on your controller when indicated\n\
415 (Your controller may look different than the picture)\n\
416 If you want to correct a mistake, press backspace or the back button on your device\n\
417 To skip a button, press SPACE or click/touch the screen\n\
418 To exit, press ESC\n\
419 ====================================================================================\n");
420
421 nJoystickID = SDL_JoystickInstanceID(joystick);
422
423 s_nNumAxes = SDL_JoystickNumAxes(joystick);
424 s_arrAxisState = (AxisState *)SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
425
426 /* Skip any spurious events at start */
427 while (SDL_PollEvent(&event) > 0) {
428 continue;
429 }
430
431 /* Loop, getting joystick events! */
432 while (!done && !s_bBindingComplete) {
433 int iElement = s_arrBindingOrder[s_iCurrentBinding];
434
435 switch (s_arrBindingDisplay[iElement].marker) {
436 case MARKER_AXIS:
437 marker = axis;
438 break;
439 case MARKER_BUTTON:
440 marker = button;
441 break;
442 default:
443 break;
444 }
445
446 dst.x = s_arrBindingDisplay[iElement].x;
447 dst.y = s_arrBindingDisplay[iElement].y;
448 SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
449
450 if (SDL_GetTicks() - alpha_ticks > 5) {
451 alpha_ticks = SDL_GetTicks();
452 alpha += alpha_step;
453 if (alpha == 255) {
454 alpha_step = -1;
455 }
456 if (alpha < 128) {
457 alpha_step = 1;
458 }
459 }
460
461 SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
462 SDL_RenderClear(screen);
463 if (s_arrBindingOrder[s_iCurrentBinding] >= SDL_CONTROLLER_BUTTON_PADDLE1 &&
464 s_arrBindingOrder[s_iCurrentBinding] <= SDL_CONTROLLER_BUTTON_PADDLE4) {
465 SDL_RenderCopy(screen, background_back, NULL, NULL);
466 } else {
467 SDL_RenderCopy(screen, background_front, NULL, NULL);
468 }
469 SDL_SetTextureAlphaMod(marker, alpha);
470 SDL_SetTextureColorMod(marker, 10, 255, 21);
471 SDL_RenderCopyEx(screen, marker, NULL, &dst, s_arrBindingDisplay[iElement].angle, NULL, SDL_FLIP_NONE);
472 SDL_RenderPresent(screen);
473
474 while (SDL_PollEvent(&event) > 0) {
475 switch (event.type) {
476 case SDL_JOYDEVICEREMOVED:
477 if (event.jaxis.which == nJoystickID) {
478 done = SDL_TRUE;
479 }
480 break;
481 case SDL_JOYAXISMOTION:
482 if (event.jaxis.which == nJoystickID) {
483 const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
484 AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
485 int nValue = event.jaxis.value;
486 int nCurrentDistance, nFarthestDistance;
487 if (!pAxisState->m_bMoving) {
488 Sint16 nInitialValue;
489 pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, event.jaxis.axis, &nInitialValue);
490 pAxisState->m_nLastValue = nValue;
491 pAxisState->m_nStartingValue = nInitialValue;
492 pAxisState->m_nFarthestValue = nInitialValue;
493 } else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) {
494 break;
495 } else {
496 pAxisState->m_nLastValue = nValue;
497 }
498 nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
499 nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
500 if (nCurrentDistance > nFarthestDistance) {
501 pAxisState->m_nFarthestValue = nValue;
502 nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
503 }
504
505 #ifdef DEBUG_CONTROLLERMAP
506 SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
507 #endif
508 if (nFarthestDistance >= 16000) {
509 /* If we've gone out far enough and started to come back, let's bind this axis */
510 SDL_bool bCommitBinding = (nCurrentDistance <= 10000) ? SDL_TRUE : SDL_FALSE;
511 SDL_GameControllerExtendedBind binding;
512 SDL_zero(binding);
513 binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
514 binding.value.axis.axis = event.jaxis.axis;
515 binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
516 binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
517 binding.committed = bCommitBinding;
518 ConfigureBinding(&binding);
519 }
520 }
521 break;
522 case SDL_JOYHATMOTION:
523 if (event.jhat.which == nJoystickID) {
524 if (event.jhat.value != SDL_HAT_CENTERED) {
525 SDL_GameControllerExtendedBind binding;
526
527 #ifdef DEBUG_CONTROLLERMAP
528 SDL_Log("HAT %d %d\n", event.jhat.hat, event.jhat.value);
529 #endif
530 SDL_zero(binding);
531 binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
532 binding.value.hat.hat = event.jhat.hat;
533 binding.value.hat.hat_mask = event.jhat.value;
534 binding.committed = SDL_TRUE;
535 ConfigureBinding(&binding);
536 }
537 }
538 break;
539 case SDL_JOYBALLMOTION:
540 break;
541 case SDL_JOYBUTTONDOWN:
542 if (event.jbutton.which == nJoystickID) {
543 SDL_GameControllerExtendedBind binding;
544
545 #ifdef DEBUG_CONTROLLERMAP
546 SDL_Log("BUTTON %d\n", event.jbutton.button);
547 #endif
548 SDL_zero(binding);
549 binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
550 binding.value.button = event.jbutton.button;
551 binding.committed = SDL_TRUE;
552 ConfigureBinding(&binding);
553 }
554 break;
555 case SDL_FINGERDOWN:
556 case SDL_MOUSEBUTTONDOWN:
557 /* Skip this step */
558 SetCurrentBinding(s_iCurrentBinding + 1);
559 break;
560 case SDL_KEYDOWN:
561 if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
562 SetCurrentBinding(s_iCurrentBinding - 1);
563 break;
564 }
565 if (event.key.keysym.sym == SDLK_SPACE) {
566 SetCurrentBinding(s_iCurrentBinding + 1);
567 break;
568 }
569
570 if ((event.key.keysym.sym != SDLK_ESCAPE)) {
571 break;
572 }
573 SDL_FALLTHROUGH;
574 case SDL_QUIT:
575 done = SDL_TRUE;
576 break;
577 default:
578 break;
579 }
580 }
581
582 SDL_Delay(15);
583
584 /* Wait 100 ms for joystick events to stop coming in,
585 in case a controller sends multiple events for a single control (e.g. axis and button for trigger)
586 */
587 if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
588 SetCurrentBinding(s_iCurrentBinding + 1);
589 }
590 }
591
592 if (s_bBindingComplete) {
593 char mapping[1024];
594 char trimmed_name[128];
595 char *spot;
596 int iIndex;
597 char pszElement[12];
598
599 SDL_strlcpy(trimmed_name, name, SDL_arraysize(trimmed_name));
600 while (SDL_isspace(trimmed_name[0])) {
601 SDL_memmove(&trimmed_name[0], &trimmed_name[1], SDL_strlen(trimmed_name));
602 }
603 while (trimmed_name[0] && SDL_isspace(trimmed_name[SDL_strlen(trimmed_name) - 1])) {
604 trimmed_name[SDL_strlen(trimmed_name) - 1] = '\0';
605 }
606 while ((spot = SDL_strchr(trimmed_name, ',')) != NULL) {
607 SDL_memmove(spot, spot + 1, SDL_strlen(spot));
608 }
609
610 /* Initialize mapping with GUID and name */
611 SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), mapping, SDL_arraysize(mapping));
612 SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
613 SDL_strlcat(mapping, trimmed_name, SDL_arraysize(mapping));
614 SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
615 SDL_strlcat(mapping, "platform:", SDL_arraysize(mapping));
616 SDL_strlcat(mapping, SDL_GetPlatform(), SDL_arraysize(mapping));
617 SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
618
619 for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
620 SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
621 if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
622 continue;
623 }
624
625 if (iIndex < SDL_CONTROLLER_BUTTON_MAX) {
626 SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
627 SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
628 } else {
629 const char *pszAxisName;
630 switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
631 case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
632 if (!BMergeAxisBindings(iIndex)) {
633 SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
634 }
635 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
636 break;
637 case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
638 SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
639 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
640 break;
641 case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
642 if (!BMergeAxisBindings(iIndex)) {
643 SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
644 }
645 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
646 break;
647 case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
648 SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
649 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
650 break;
651 case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
652 if (!BMergeAxisBindings(iIndex)) {
653 SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
654 }
655 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
656 break;
657 case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
658 SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
659 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
660 break;
661 case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
662 if (!BMergeAxisBindings(iIndex)) {
663 SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
664 }
665 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
666 break;
667 case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
668 SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
669 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
670 break;
671 case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
672 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
673 break;
674 case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
675 pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
676 break;
677 }
678 SDL_strlcat(mapping, pszAxisName, SDL_arraysize(mapping));
679 }
680 SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
681
682 pszElement[0] = '\0';
683 switch (pBinding->bindType) {
684 case SDL_CONTROLLER_BINDTYPE_BUTTON:
685 SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
686 break;
687 case SDL_CONTROLLER_BINDTYPE_AXIS:
688 if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
689 /* The negative half axis */
690 SDL_snprintf(pszElement, sizeof(pszElement), "-a%d", pBinding->value.axis.axis);
691 } else if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MAX) {
692 /* The positive half axis */
693 SDL_snprintf(pszElement, sizeof(pszElement), "+a%d", pBinding->value.axis.axis);
694 } else {
695 SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis.axis);
696 if (pBinding->value.axis.axis_min > pBinding->value.axis.axis_max) {
697 /* Invert the axis */
698 SDL_strlcat(pszElement, "~", SDL_arraysize(pszElement));
699 }
700 }
701 break;
702 case SDL_CONTROLLER_BINDTYPE_HAT:
703 SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
704 break;
705 default:
706 SDL_assert(!"Unknown bind type");
707 break;
708 }
709 SDL_strlcat(mapping, pszElement, SDL_arraysize(mapping));
710 SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
711 }
712
713 SDL_Log("Mapping:\n\n%s\n\n", mapping);
714 /* Print to stdout as well so the user can cat the output somewhere */
715 printf("%s\n", mapping);
716 }
717
718 SDL_free(s_arrAxisState);
719 s_arrAxisState = NULL;
720
721 SDL_DestroyRenderer(screen);
722 }
723
724 int
main(int argc,char * argv[])725 main(int argc, char *argv[])
726 {
727 const char *name;
728 int i;
729 SDL_Joystick *joystick;
730
731 SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
732
733 /* Enable standard application logging */
734 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
735
736 /* Initialize SDL (Note: video is required to start event loop) */
737 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
738 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
739 exit(1);
740 }
741
742 if (argv[1] && SDL_strcmp(argv[1], "--bind-touchpad") == 0) {
743 bind_touchpad = SDL_TRUE;
744 }
745
746 /* Create a window to display joystick axis position */
747 window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
748 SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
749 SCREEN_HEIGHT, 0);
750 if (window == NULL) {
751 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
752 return 2;
753 }
754
755 screen = SDL_CreateRenderer(window, -1, 0);
756 if (screen == NULL) {
757 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
758 return 2;
759 }
760
761 while (!done && SDL_NumJoysticks() == 0) {
762 SDL_Event event;
763
764 while (SDL_PollEvent(&event) > 0) {
765 switch (event.type) {
766 case SDL_KEYDOWN:
767 if ((event.key.keysym.sym != SDLK_ESCAPE)) {
768 break;
769 }
770 SDL_FALLTHROUGH;
771 case SDL_QUIT:
772 done = SDL_TRUE;
773 break;
774 default:
775 break;
776 }
777 }
778 SDL_RenderPresent(screen);
779 }
780
781 /* Print information about the joysticks */
782 SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
783 for (i = 0; i < SDL_NumJoysticks(); ++i) {
784 name = SDL_JoystickNameForIndex(i);
785 SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
786 joystick = SDL_JoystickOpen(i);
787 if (joystick == NULL) {
788 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
789 SDL_GetError());
790 } else {
791 char guid[64];
792 SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
793 guid, sizeof (guid));
794 SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick));
795 SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick));
796 SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick));
797 SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick));
798 SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
799 SDL_Log(" guid: %s\n", guid);
800 SDL_Log(" VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joystick), SDL_JoystickGetProduct(joystick));
801 SDL_JoystickClose(joystick);
802 }
803 }
804
805 joystick = SDL_JoystickOpen(0);
806 if (joystick == NULL) {
807 SDL_Log("Couldn't open joystick 0: %s\n", SDL_GetError());
808 } else {
809 WatchJoystick(joystick);
810 SDL_JoystickClose(joystick);
811 }
812
813 SDL_DestroyWindow(window);
814
815 SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
816
817 return 0;
818 }
819
820 #else
821
822 int
main(int argc,char * argv[])823 main(int argc, char *argv[])
824 {
825 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
826 return 1;
827 }
828
829 #endif
830
831 /* vi: set ts=4 sw=4 expandtab: */
832