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controller.cpp
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364 lines (296 loc) · 6.82 KB
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#include <iostream>
#include <SDL2/SDL.h>
#include <math.h>
#include <time.h>
#define TESTE 1
#define PROG_CYCLE 100
#define BUF_LEN 512
typedef struct
{
int x = 0;
int y = 0;
int prev_x;
int prev_y;
} GC_Joystick;
typedef struct
{
int pos = 0;
} GC_Trigger;
typedef struct
{
GC_Trigger l2, r2;
GC_Joystick lj, rj;
bool l1 = false, r1 = false;
bool jl = false, jr = false;
bool pad_button[4] = {false};
bool action_button[4] = {false};
bool start = false, stop = false;
} My_controller;
void GC_Button_Pressed(SDL_ControllerButtonEvent *event, My_controller *ctr)
{
switch (event->button)
{
case SDL_CONTROLLER_BUTTON_A:
ctr->action_button[0] = true;
break;
case SDL_CONTROLLER_BUTTON_B:
ctr->action_button[1] = true;
break;
case SDL_CONTROLLER_BUTTON_X:
ctr->action_button[2] = true;
break;
case SDL_CONTROLLER_BUTTON_Y:
ctr->action_button[3] = true;
break;
case SDL_CONTROLLER_BUTTON_BACK:
ctr->stop = true;
break;
case SDL_CONTROLLER_BUTTON_START:
ctr->start = true;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
ctr->jl = true;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
ctr->jr = true;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
ctr->l1 = true;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
ctr->r1 = true;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
ctr->pad_button[0] = true;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
ctr->pad_button[1] = true;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
ctr->pad_button[2] = true;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
ctr->pad_button[3] = true;
break;
default:
break;
}
return;
}
void GC_Button_Released(SDL_ControllerButtonEvent *event, My_controller *ctr)
{
switch (event->button)
{
case SDL_CONTROLLER_BUTTON_A:
ctr->action_button[0] = false;
break;
case SDL_CONTROLLER_BUTTON_B:
ctr->action_button[1] = false;
break;
case SDL_CONTROLLER_BUTTON_X:
ctr->action_button[2] = false;
break;
case SDL_CONTROLLER_BUTTON_Y:
ctr->action_button[3] = false;
break;
case SDL_CONTROLLER_BUTTON_BACK:
ctr->stop = false;
break;
case SDL_CONTROLLER_BUTTON_START:
ctr->start = false;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
ctr->jl = false;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
ctr->jr = false;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
ctr->l1 = false;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
ctr->r1 = false;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
ctr->pad_button[0] = false;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
ctr->pad_button[1] = false;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
ctr->pad_button[2] = false;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
ctr->pad_button[3] = false;
break;
default:
break;
}
return;
}
void GC_JoyMoved(SDL_ControllerAxisEvent *event, My_controller *ctr)
{
/* if( abs(event->value) < DEADZONE)
return;*/
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
ctr->lj.x = event->value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
ctr->lj.y = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
ctr->rj.x = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
ctr->rj.y = event->value;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
ctr->l2.pos = event->value;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
ctr->r2.pos = event->value;
break;
default:
break;
}
}
static void Recv_inputs(SDL_Event *event, My_controller *ctr)
{
while (SDL_PollEvent(event))
{
switch (event->type)
{
case SDL_QUIT:
exit(1);
case SDL_KEYDOWN: // not working
printf("Key pressed\n");
break;
case SDL_CONTROLLERBUTTONDOWN:
GC_Button_Pressed(&event->cbutton, ctr);
break;
case SDL_CONTROLLERBUTTONUP:
GC_Button_Released(&event->cbutton, ctr);
break;
case SDL_CONTROLLERAXISMOTION:
GC_JoyMoved(&event->caxis, ctr);
break;
default:
break;
}
}
}
double get_radius(int x, int y)
{
double r = sqrt(pow(x, 2) + pow(y, 2));
return r;
}
double get_angle(int x, int y)
{
double r = get_radius(x, y);
if (r < 15000)
return -190;
if (y > 0)
return -180 / M_PI * acos((double)x / get_radius(x, y));
else
return 180 / M_PI * acos((double)x / get_radius(x, y));
}
void report(My_controller xbox)
{
system("cls");
std::cout << "L" << get_angle(xbox.lj.x, xbox.lj.y) << std::endl;
std::cout << "R" << get_angle(xbox.rj.x, xbox.rj.y) << std::endl;
std::cout << "P0" << xbox.pad_button[0] << std::endl;
std::cout << "P1" << xbox.pad_button[1] << std::endl;
std::cout << "P2" << xbox.pad_button[2] << std::endl;
std::cout << "P3" << xbox.pad_button[3] << std::endl;
std::cout << "A0" << xbox.action_button[0] << std::endl;
std::cout << "A1" << xbox.action_button[1] << std::endl;
std::cout << "A2" << xbox.action_button[2] << std::endl;
std::cout << "A3" << xbox.action_button[3] << std::endl;
std::cout << "L1" << xbox.l1 << std::endl;
std::cout << "R1" << xbox.r1 << std::endl;
std::cout << "R2" << xbox.l2.pos << std::endl;
std::cout << "L2" << xbox.r2.pos << std::endl;
std::cout << "JL" << xbox.jl << std::endl;
std::cout << "JR" << xbox.jr << std::endl;
std::cout << "Start" << xbox.start << std::endl;
std::cout << "Stop" << xbox.stop << std::endl;
}
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GameController *controller = SDL_GameControllerOpen(0);
if (controller == NULL)
{
printf("Connect controller!\n");
return -1;
}
printf("Controller name: %s\n", SDL_GameControllerNameForIndex(0));
SDL_Event event;
bool loop = true;
My_controller xbox;
clock_t start, diff;
int ms = 0;
while (loop)
{
start = clock();
Recv_inputs(&event, &xbox);
// report(xbox);
char buf[BUF_LEN] = {0};
if (xbox.action_button[0])
strcat(buf, "A0,");
if (xbox.action_button[1])
strcat(buf, "A1,");
if (xbox.action_button[2])
strcat(buf, "A2,");
if (xbox.action_button[3])
strcat(buf, "A3,");
if (xbox.pad_button[0])
strcat(buf, "P0,");
if (xbox.pad_button[1])
strcat(buf, "P1,");
if (xbox.pad_button[2])
strcat(buf, "P2,");
if (xbox.pad_button[3])
strcat(buf, "P3,");
if (xbox.jl)
strcat(buf, "JL,");
if (xbox.jr)
strcat(buf, "JR,");
if (xbox.l1)
strcat(buf, "L1,");
if (xbox.r1)
strcat(buf, "R1,");
if (xbox.l2.pos > 0)
strcat(buf, "L2,");
if (xbox.r2.pos > 0)
strcat(buf, "R2,");
if (xbox.start)
strcat(buf, "ST,");
if (xbox.stop)
strcat(buf, "SE,");
float ang = get_angle(xbox.lj.x, xbox.lj.y);
if (ang > -189)
{
char aux[256];
sprintf(aux, "LJ%f,", ang);
strcat(buf, aux);
}
ang = get_angle(xbox.rj.x, xbox.rj.y);
if (ang > -189)
{
char aux[256];
sprintf(aux, "RJ%f,", ang);
strcat(buf, aux);
}
buf[strlen(buf)] = '\0';
printf("Mensage to send: %s\n", buf);
ms = (clock() - start) * 1000 / CLOCKS_PER_SEC;
if (ms < PROG_CYCLE)
SDL_Delay(PROG_CYCLE - ms);
*buf = {};
}
return 0;
}