mirror of
				https://github.com/thunderbrewhq/thunderbrew
				synced 2025-10-31 00:06:05 +03:00 
			
		
		
		
	
		
			
				
	
	
		
			194 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			194 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|  * This example code looks for the current joystick state once per frame,
 | |
|  * and draws a visual representation of it.
 | |
|  *
 | |
|  * This code is public domain. Feel free to use it for any purpose!
 | |
|  */
 | |
| 
 | |
| /* Joysticks are low-level interfaces: there's something with a bunch of
 | |
|    buttons, axes and hats, in no understood order or position. This is
 | |
|    a flexible interface, but you'll need to build some sort of configuration
 | |
|    UI to let people tell you what button, etc, does what. On top of this
 | |
|    interface, SDL offers the "gamepad" API, which works with lots of devices,
 | |
|    and knows how to map arbitrary buttons and such to look like an
 | |
|    Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
 | |
|    but isn't necessarily a good fit for complex apps and hardware. A flight
 | |
|    simulator, a realistic racing game, etc, might want this interface instead
 | |
|    of gamepads. */
 | |
| 
 | |
| /* SDL can handle multiple joysticks, but for simplicity, this program only
 | |
|    deals with the first stick it sees. */
 | |
| 
 | |
| #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. */
 | |
| static SDL_Window *window = NULL;
 | |
| static SDL_Renderer *renderer = NULL;
 | |
| static SDL_Joystick *joystick = NULL;
 | |
| static SDL_Color colors[64];
 | |
| 
 | |
| /* This function runs once at startup. */
 | |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 | |
| {
 | |
|     int i;
 | |
| 
 | |
|     SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling");
 | |
| 
 | |
|     if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) {
 | |
|         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) {
 | |
|         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     for (i = 0; i < SDL_arraysize(colors); i++) {
 | |
|         colors[i].r = SDL_rand(255);
 | |
|         colors[i].g = SDL_rand(255);
 | |
|         colors[i].b = SDL_rand(255);
 | |
|         colors[i].a = 255;
 | |
|     }
 | |
| 
 | |
|     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_JOYSTICK_ADDED) {
 | |
|         /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */
 | |
|         if (joystick == NULL) {  /* we don't have a stick yet and one was added, open it! */
 | |
|             joystick = SDL_OpenJoystick(event->jdevice.which);
 | |
|             if (!joystick) {
 | |
|                 SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError());
 | |
|             }
 | |
|         }
 | |
|     } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) {
 | |
|         if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) {
 | |
|             SDL_CloseJoystick(joystick);  /* our joystick was unplugged. */
 | |
|             joystick = NULL;
 | |
|         }
 | |
|     }
 | |
|     return SDL_APP_CONTINUE;  /* carry on with the program! */
 | |
| }
 | |
| 
 | |
| /* This function runs once per frame, and is the heart of the program. */
 | |
| SDL_AppResult SDL_AppIterate(void *appstate)
 | |
| {
 | |
|     int winw = 640, winh = 480;
 | |
|     const char *text = "Plug in a joystick, please.";
 | |
|     float x, y;
 | |
|     int i;
 | |
| 
 | |
|     if (joystick) {  /* we have a stick opened? */
 | |
|         text = SDL_GetJoystickName(joystick);
 | |
|     }
 | |
| 
 | |
|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
 | |
|     SDL_RenderClear(renderer);
 | |
|     SDL_GetWindowSize(window, &winw, &winh);
 | |
| 
 | |
|     /* note that you can get input as events, instead of polling, which is
 | |
|        better since it won't miss button presses if the system is lagging,
 | |
|        but often times checking the current state per-frame is good enough,
 | |
|        and maybe better if you'd rather _drop_ inputs due to lag. */
 | |
| 
 | |
|     if (joystick) {  /* we have a stick opened? */
 | |
|         const float size = 30.0f;
 | |
|         int total;
 | |
| 
 | |
|         /* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */
 | |
|         total = SDL_GetNumJoystickAxes(joystick);
 | |
|         y = (winh - (total * size)) / 2;
 | |
|         x = ((float) winw) / 2.0f;
 | |
|         for (i = 0; i < total; i++) {
 | |
|             const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
 | |
|             const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f);  /* make it -1.0f to 1.0f */
 | |
|             const float dx = x + (val * x);
 | |
|             const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size };
 | |
|             SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
 | |
|             SDL_RenderFillRect(renderer, &dst);
 | |
|             y += size;
 | |
|         }
 | |
| 
 | |
|         /* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */
 | |
|         total = SDL_GetNumJoystickButtons(joystick);
 | |
|         x = (winw - (total * size)) / 2;
 | |
|         for (i = 0; i < total; i++) {
 | |
|             const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
 | |
|             const SDL_FRect dst = { x, 0.0f, size, size };
 | |
|             if (SDL_GetJoystickButton(joystick, i)) {
 | |
|                 SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
 | |
|             } else {
 | |
|                 SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
 | |
|             }
 | |
|             SDL_RenderFillRect(renderer, &dst);
 | |
|             SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a);
 | |
|             SDL_RenderRect(renderer, &dst);  /* outline it */
 | |
|             x += size;
 | |
|         }
 | |
| 
 | |
|         /* draw hats across the bottom of the screen. */
 | |
|         total = SDL_GetNumJoystickHats(joystick);
 | |
|         x = ((winw - (total * (size * 2.0f))) / 2.0f) + (size / 2.0f);
 | |
|         y = ((float) winh) - size;
 | |
|         for (i = 0; i < total; i++) {
 | |
|             const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
 | |
|             const float thirdsize = size / 3.0f;
 | |
|             const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } };
 | |
|             const Uint8 hat = SDL_GetJoystickHat(joystick, i);
 | |
| 
 | |
|             SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255);
 | |
|             SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross));
 | |
| 
 | |
|             SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
 | |
| 
 | |
|             if (hat & SDL_HAT_UP) {
 | |
|                 const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize };
 | |
|                 SDL_RenderFillRect(renderer, &dst);
 | |
|             }
 | |
| 
 | |
|             if (hat & SDL_HAT_RIGHT) {
 | |
|                 const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize };
 | |
|                 SDL_RenderFillRect(renderer, &dst);
 | |
|             }
 | |
| 
 | |
|             if (hat & SDL_HAT_DOWN) {
 | |
|                 const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize };
 | |
|                 SDL_RenderFillRect(renderer, &dst);
 | |
|             }
 | |
| 
 | |
|             if (hat & SDL_HAT_LEFT) {
 | |
|                 const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize };
 | |
|                 SDL_RenderFillRect(renderer, &dst);
 | |
|             }
 | |
| 
 | |
|             x += size * 2;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
 | |
|     y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
 | |
|     SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
 | |
|     SDL_RenderDebugText(renderer, x, y, text);
 | |
|     SDL_RenderPresent(renderer);
 | |
| 
 | |
|     return SDL_APP_CONTINUE;  /* carry on with the program! */
 | |
| }
 | |
| 
 | |
| /* This function runs once at shutdown. */
 | |
| void SDL_AppQuit(void *appstate, SDL_AppResult result)
 | |
| {
 | |
|     if (joystick) {
 | |
|         SDL_CloseJoystick(joystick);
 | |
|     }
 | |
| 
 | |
|     /* SDL will clean up the window/renderer for us. */
 | |
| }
 | 
