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QB64-PE/internal/c/parts/input/game_controller/download/gamepad_1.4.0_pre1_source/source/testharness/TestHarness_main.c

214 lines
6.3 KiB
C

#include "gamepad/Gamepad.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#else
#include <GL/glut.h>
#include <GL/gl.h>
#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) / 60;
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 / axesPerRow; axisRowIndex++) {
glPushMatrix();
for (axisIndex = axisRowIndex * axesPerRow; axisIndex < (axisRowIndex + 1) * axesPerRow && axisIndex < device->numAxes; axisIndex++) {
axisState = device->axisStates[axisIndex];
sprintf(indexString, "a%d", axisIndex);
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(60.0f, 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();
}