From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../input/01-joystick-polling/joystick-polling.c | 193 --------------------- 1 file changed, 193 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c (limited to 'contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c') diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c deleted file mode 100644 index 6eb23b8..0000000 --- a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c +++ /dev/null @@ -1,193 +0,0 @@ -/* - * 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 -#include - -/* 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. */ -} -- cgit v1.2.3