static unsigned int start_time;
static unsigned int modkeys;
+SDL_GameController *gamepad;
+
static int scale_factor = 1;
int main(int argc, char **argv)
{
- if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
+ if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
fprintf(stderr, "failed to initialize SDL\n");
return 1;
}
SDL_Quit();
return 1;
}
+ fprintf(stderr, "failed to get an sRGB framebuffer.\n");
}
+ int val;
+ SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &val);
+ printf("SDL says we %s an sRGB framebuffer\n", val ? "got" : "didn't get");
if(!(ctx = SDL_GL_CreateContext(win))) {
fprintf(stderr, "failed to create OpenGL context\n");
SDL_GL_GetDrawableSize(win, &win_width, &win_height);
win_aspect = (float)win_width / (float)win_height;
+ printf("detected %d joysticks\n", SDL_NumJoysticks());
+ for(int i=0; i<SDL_NumJoysticks(); i++) {
+ if(SDL_IsGameController(i)) {
+ if(!(gamepad = SDL_GameControllerOpen(i))) {
+ fprintf(stderr, "failed to open game controller %i: %s\n", i, SDL_GetError());
+ continue;
+ }
+ printf("Using gamepad: %s\n", SDL_GameControllerNameForIndex(i));
+ }
+ }
+
if(!init(argc, argv)) {
SDL_Quit();
return 1;
void app_grab_mouse(bool grab)
{
- SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE);
- SDL_ShowCursor(grab ? 1 : 0);
+ if(grab) {
+ SDL_WarpMouseInWindow(win, win_width / 2, win_height / 2);
+ }
+ //SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE);
+ //SDL_ShowCursor(grab ? 1 : 0);
SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE);
mouse_grabbed = grab;
}
break;
case SDL_WINDOWEVENT:
- if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
+ if(ev->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
SDL_GL_GetDrawableSize(win, &win_width, &win_height);
win_aspect = (float)win_width / (float)win_height;
scale_factor = win_width / ev->window.data1;
app_reshape(win_width, win_height);
}
break;
+
+ case SDL_CONTROLLERAXISMOTION:
+ app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f);
+ break;
+
+ case SDL_CONTROLLERBUTTONDOWN:
+ case SDL_CONTROLLERBUTTONUP:
+ app_gamepad_button(ev->cbutton.button, ev->type == SDL_CONTROLLERBUTTONDOWN);
+ break;
}
}