#include "gamepad/Gamepad.h" #include #include #include #ifdef __APPLE__ #include #include #else #include #include #endif #ifdef _MSC_VER #define snprintf _snprintf #endif static bool verbose = false; void onButtonDown(struct Gamepad_device * device, unsigned int buttonID, double timestamp, void * context) { if (verbose) { printf("Button %u down on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context); } } void onButtonUp(struct Gamepad_device * device, unsigned int buttonID, double timestamp, void * context) { if (verbose) { printf("Button %u up on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context); } } void onAxisMoved(struct Gamepad_device * device, unsigned int axisID, float value, float lastValue, double timestamp, void * context) { if (verbose) { printf("Axis %u moved from %f to %f on device %u at %f with context %p\n", axisID, lastValue, value, device->deviceID, timestamp, context); } } void onDeviceAttached(struct Gamepad_device * device, void * context) { if (verbose) { printf("Device ID %u attached (vendor = 0x%X; product = 0x%X) with context %p\n", device->deviceID, device->vendorID, device->productID, context); } } void onDeviceRemoved(struct Gamepad_device * device, void * context) { if (verbose) { printf("Device ID %u removed with context %p\n", device->deviceID, context); } } static unsigned int windowWidth = 800, windowHeight = 600; static void initGamepad() { Gamepad_deviceAttachFunc(onDeviceAttached, (void *) 0x1); Gamepad_deviceRemoveFunc(onDeviceRemoved, (void *) 0x2); Gamepad_buttonDownFunc(onButtonDown, (void *) 0x3); Gamepad_buttonUpFunc(onButtonUp, (void *) 0x4); Gamepad_axisMoveFunc(onAxisMoved, (void *) 0x5); Gamepad_init(); } static void drawGlutString(int rasterPosX, int rasterPosY, const char * string) { size_t length, charIndex; glRasterPos2i(rasterPosX, rasterPosY); length = strlen(string); for (charIndex = 0; charIndex < length; charIndex++) { glutBitmapCharacter(GLUT_BITMAP_8_BY_13, string[charIndex]); } } #define POLL_ITERATION_INTERVAL 30 static void displayFunc(void) { unsigned int gamepadIndex; struct Gamepad_device * device; unsigned int axesPerRow, buttonsPerRow; unsigned int axisRowIndex, axisIndex; unsigned int buttonRowIndex, buttonIndex; float axisState; char indexString[16]; static unsigned int iterationsToNextPoll = POLL_ITERATION_INTERVAL; char descriptionString[256]; iterationsToNextPoll--; if (iterationsToNextPoll == 0) { Gamepad_detectDevices(); iterationsToNextPoll = POLL_ITERATION_INTERVAL; } Gamepad_processEvents(); axesPerRow = (windowWidth - 10) / 90; buttonsPerRow = (windowWidth - 10) / 30; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(5.0f, 20.0f, 0.0f); for (gamepadIndex = 0; gamepadIndex < Gamepad_numDevices(); gamepadIndex++) { device = Gamepad_deviceAtIndex(gamepadIndex); glColor3f(0.0f, 0.0f, 0.0f); snprintf(descriptionString, 256, "%s (0x%X 0x%X %u)", device->description, device->vendorID, device->productID, device->deviceID); drawGlutString(0, 0, descriptionString); for (axisRowIndex = 0; axisRowIndex <= (device->numAxes - 1) / axesPerRow; axisRowIndex++) { glPushMatrix(); for (axisIndex = axisRowIndex * axesPerRow; axisIndex < (axisRowIndex + 1) * axesPerRow && axisIndex < device->numAxes; axisIndex++) { axisState = device->axisStates[axisIndex]; sprintf(indexString, "a%d %0.3f", axisIndex, axisState); glColor3f(0.0f, 0.0f, 0.0f); drawGlutString(2, 28, indexString); glBegin(GL_QUADS); glVertex2f(2.0f, 5.0f); glVertex2f(58.0f, 5.0f); glVertex2f(58.0f, 15.0f); glVertex2f(2.0f, 15.0f); glColor3f(0.5f, 1.0f, 0.5f); glVertex2f(29.0f + axisState * 26, 6.0f); glVertex2f(31.0f + axisState * 26, 6.0f); glVertex2f(31.0f + axisState * 26, 14.0f); glVertex2f(29.0f + axisState * 26, 14.0f); glEnd(); glTranslatef(90.0f, 0.0f, 0.0f); } glPopMatrix(); glTranslatef(0.0f, 32.0f, 0.0f); } for (buttonRowIndex = 0; buttonRowIndex <= device->numButtons / buttonsPerRow; buttonRowIndex++) { glPushMatrix(); for (buttonIndex = buttonRowIndex * buttonsPerRow; buttonIndex < (buttonRowIndex + 1) * buttonsPerRow && buttonIndex < device->numButtons; buttonIndex++) { sprintf(indexString, "b%d", buttonIndex); glColor3f(0.0f, 0.0f, 0.0f); drawGlutString(2, 32, indexString); glBegin(GL_QUADS); glColor3f(0.0f, 0.0f, 0.0f); glVertex2f(2.0f, 2.0f); glVertex2f(28.0f, 2.0f); glVertex2f(28.0f, 18.0f); glVertex2f(2.0f, 18.0f); if (device->buttonStates[buttonIndex]) { glColor3f(0.5f, 1.0f, 0.5f); glVertex2f(3.0f, 3.0f); glVertex2f(27.0f, 3.0f); glVertex2f(27.0f, 17.0f); glVertex2f(3.0f, 17.0f); } glEnd(); glTranslatef(30.0f, 0.0f, 0.0f); } glPopMatrix(); glTranslatef(0.0f, 38.0f, 0.0f); } glTranslatef(0.0f, 40.0f, 0.0f); } if (gamepadIndex == 0) { glLoadIdentity(); glTranslatef(5.0f, 20.0f, 0.0f); glColor3f(0.0f, 0.0f, 0.0f); drawGlutString(0, 0, "No devices found; plug in a USB gamepad and it will be detected automatically"); } glutSwapBuffers(); glutPostRedisplay(); } static void keyDownFunc(unsigned char charCode, int x, int y) { if (charCode == 'r') { Gamepad_shutdown(); initGamepad(); } } static void reshapeFunc(int newWidth, int newHeight) { windowWidth = newWidth; windowHeight = newHeight; glViewport(0, 0, newWidth, newHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, windowWidth, windowHeight, 0.0f, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); } int main(int argc, char ** argv) { int argIndex; for (argIndex = 1; argIndex < argc; argIndex++) { if (!strcmp(argv[argIndex], "-v")) { verbose = true; } } glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutInitWindowPosition(30, 30); glutInitWindowSize(800, 600); glutCreateWindow("Gamepad Test Harness"); glutReshapeFunc(reshapeFunc); glutDisplayFunc(displayFunc); glutKeyboardFunc(keyDownFunc); initGamepad(); glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, windowWidth, windowHeight, 0.0f, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glutMainLoop(); }