Added a button to copy the gamepad mapping to the clipboard

This commit is contained in:
Sam Lantinga 2023-07-11 10:04:25 -07:00
parent 4f122c6e39
commit 4feb2f4b1a
3 changed files with 262 additions and 0 deletions

View file

@ -26,6 +26,7 @@
#include "gamepad_button_small.h"
#include "gamepad_axis.h"
#include "gamepad_axis_arrow.h"
#include "gamepad_button_background.h"
/* This is indexed by SDL_GamepadButton. */
static const struct
@ -612,6 +613,10 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
SDL_bool has_accel;
SDL_bool has_gyro;
if (!ctx) {
return;
}
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
x = ctx->area.x + margin;
@ -776,6 +781,12 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
void DestroyGamepadDisplay(GamepadDisplay *ctx)
{
if (!ctx) {
return;
}
SDL_DestroyTexture(ctx->button_texture);
SDL_DestroyTexture(ctx->arrow_texture);
SDL_free(ctx);
}
@ -834,6 +845,10 @@ void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
SDL_FRect dst, rect;
Uint8 r, g, b, a;
if (!ctx) {
return;
}
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
x = (float)ctx->area.x + margin;
@ -993,6 +1008,195 @@ void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick)
void DestroyJoystickDisplay(JoystickDisplay *ctx)
{
if (!ctx) {
return;
}
SDL_DestroyTexture(ctx->button_texture);
SDL_DestroyTexture(ctx->arrow_texture);
SDL_free(ctx);
}
struct GamepadButton
{
SDL_Renderer *renderer;
SDL_Texture *background;
int background_width;
int background_height;
SDL_FRect area;
char *label;
int label_width;
int label_height;
SDL_bool highlight;
};
GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label)
{
GamepadButton *ctx = SDL_calloc(1, sizeof(*ctx));
if (ctx) {
ctx->renderer = renderer;
ctx->background = CreateTexture(renderer, gamepad_button_background_bmp, gamepad_button_background_bmp_len);
SDL_QueryTexture(ctx->background, NULL, NULL, &ctx->background_width, &ctx->background_height);
ctx->label = SDL_strdup(label);
ctx->label_width = (int)(FONT_CHARACTER_SIZE * SDL_strlen(label));
ctx->label_height = FONT_CHARACTER_SIZE;
}
return ctx;
}
void SetGamepadButtonArea(GamepadButton *ctx, int x, int y, int w, int h)
{
if (!ctx) {
return;
}
ctx->area.x = (float)x;
ctx->area.y = (float)y;
ctx->area.w = (float)w;
ctx->area.h = (float)h;
}
void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight)
{
if (!ctx) {
return;
}
ctx->highlight = highlight;
}
int GetGamepadButtonLabelWidth(GamepadButton *ctx)
{
if (!ctx) {
return 0;
}
return ctx->label_width;
}
int GetGamepadButtonLabelHeight(GamepadButton *ctx)
{
if (!ctx) {
return 0;
}
return ctx->label_height;
}
SDL_bool GamepadButtonContains(GamepadButton *ctx, float x, float y)
{
SDL_FPoint point;
if (!ctx) {
return SDL_FALSE;
}
point.x = x;
point.y = y;
return SDL_PointInRectFloat(&point, &ctx->area);
}
void RenderGamepadButton(GamepadButton *ctx)
{
SDL_FRect src, dst;
float one_third_src_width;
float one_third_src_height;
if (!ctx) {
return;
}
one_third_src_width = (float)ctx->background_width / 3;
one_third_src_height = (float)ctx->background_height / 3;
if (ctx->highlight) {
SDL_SetTextureColorMod(ctx->background, 10, 255, 21);
} else {
SDL_SetTextureColorMod(ctx->background, 255, 255, 255);
}
/* Top left */
src.x = 0.0f;
src.y = 0.0f;
src.w = one_third_src_width;
src.h = one_third_src_height;
dst.x = ctx->area.x;
dst.y = ctx->area.y;
dst.w = src.w;
dst.h = src.h;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Bottom left */
src.y = (float)ctx->background_height - src.h;
dst.y = ctx->area.y + ctx->area.h - dst.h;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Bottom right */
src.x = (float)ctx->background_width - src.w;
dst.x = ctx->area.x + ctx->area.w - dst.w;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Top right */
src.y = 0.0f;
dst.y = ctx->area.y;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Left */
src.x = 0.0f;
src.y = one_third_src_height;
dst.x = ctx->area.x;
dst.y = ctx->area.y + one_third_src_height;
dst.w = one_third_src_width;
dst.h = (float)ctx->area.h - 2 * one_third_src_height;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Right */
src.x = (float)ctx->background_width - one_third_src_width;
dst.x = ctx->area.x + ctx->area.w - one_third_src_width;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Top */
src.x = one_third_src_width;
src.y = 0.0f;
dst.x = ctx->area.x + one_third_src_width;
dst.y = ctx->area.y;
dst.w = ctx->area.w - 2 * one_third_src_width;
dst.h = one_third_src_height;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Bottom */
src.y = (float)ctx->background_height - src.h;
dst.y = ctx->area.y + ctx->area.h - one_third_src_height;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Center */
src.x = one_third_src_width;
src.y = one_third_src_height;
dst.x = ctx->area.x + one_third_src_width;
dst.y = ctx->area.y + one_third_src_height;
dst.w = ctx->area.w - 2 * one_third_src_width;
dst.h = (float)ctx->area.h - 2 * one_third_src_height;
SDL_RenderTexture(ctx->renderer, ctx->background, &src, &dst);
/* Label */
dst.x = ctx->area.x + ctx->area.w / 2 - ctx->label_width / 2;
dst.y = ctx->area.y + ctx->area.h / 2 - ctx->label_height / 2;
SDLTest_DrawString(ctx->renderer, dst.x, dst.y, ctx->label);
}
void DestroyGamepadButton(GamepadButton *ctx)
{
if (!ctx) {
return;
}
SDL_DestroyTexture(ctx->background);
SDL_free(ctx->label);
SDL_free(ctx);
}