Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
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279
test/testgamecontroller.c
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279
test/testgamecontroller.c
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/*
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program to test the SDL game controller routines */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#ifndef SDL_JOYSTICK_DISABLED
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#endif
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#define MAX_NUM_AXES 6
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#define MAX_NUM_HATS 2
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static SDL_bool s_ForceQuit = SDL_FALSE;
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static void
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DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
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{
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const SDL_Rect area = { x, y, w, h };
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SDL_RenderFillRect(r, &area);
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}
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static const char *
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ControllerAxisName(const SDL_GameControllerAxis axis)
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{
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switch (axis)
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{
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#define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
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AXIS_CASE(INVALID);
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AXIS_CASE(LEFTX);
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AXIS_CASE(LEFTY);
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AXIS_CASE(RIGHTX);
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AXIS_CASE(RIGHTY);
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AXIS_CASE(TRIGGERLEFT);
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AXIS_CASE(TRIGGERRIGHT);
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#undef AXIS_CASE
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default: return "???";
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}
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}
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static const char *
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ControllerButtonName(const SDL_GameControllerButton button)
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{
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switch (button)
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{
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#define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
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BUTTON_CASE(INVALID);
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BUTTON_CASE(A);
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BUTTON_CASE(B);
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BUTTON_CASE(X);
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BUTTON_CASE(Y);
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BUTTON_CASE(BACK);
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BUTTON_CASE(GUIDE);
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BUTTON_CASE(START);
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BUTTON_CASE(LEFTSTICK);
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BUTTON_CASE(RIGHTSTICK);
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BUTTON_CASE(LEFTSHOULDER);
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BUTTON_CASE(RIGHTSHOULDER);
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BUTTON_CASE(DPAD_UP);
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BUTTON_CASE(DPAD_DOWN);
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BUTTON_CASE(DPAD_LEFT);
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BUTTON_CASE(DPAD_RIGHT);
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#undef BUTTON_CASE
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default: return "???";
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}
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}
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void
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WatchGameController(SDL_GameController * gamecontroller)
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{
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const char *name = SDL_GameControllerName(gamecontroller);
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const char *basetitle = "Game Controller Test: ";
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const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
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char *title = SDL_malloc(titlelen);
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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int done = 0;
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SDL_Event event;
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int i;
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if (title) {
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SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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}
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/* Create a window to display controller axis position */
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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if (window == NULL) {
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fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
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return;
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}
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screen = SDL_CreateRenderer(window, -1, 0);
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if (screen == NULL) {
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fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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return;
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}
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderPresent(screen);
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SDL_RaiseWindow(window);
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/* Print info about the controller we are watching */
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printf("Watching controller %s\n", name ? name : "Unknown Controller");
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/* Loop, getting controller events! */
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while (!done) {
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/* blank screen, set up for drawing this frame. */
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_CONTROLLERAXISMOTION:
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printf("Controller %d axis %d ('%s') value: %d\n",
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event.caxis.which,
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event.caxis.axis,
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ControllerAxisName(event.caxis.axis),
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event.caxis.value);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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printf("Controller %d button %d ('%s') down\n",
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event.cbutton.which, event.cbutton.button,
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ControllerButtonName(event.cbutton.button));
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break;
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case SDL_CONTROLLERBUTTONUP:
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printf("Controller %d button %d ('%s') up\n",
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event.cbutton.which, event.cbutton.button,
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ControllerButtonName(event.cbutton.button));
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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}
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/* Fall through to signal quit */
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case SDL_QUIT:
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done = 1;
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s_ForceQuit = SDL_TRUE;
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break;
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default:
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break;
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}
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}
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/* Update visual controller state */
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SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE);
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for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, i) == SDL_PRESSED) {
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DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32);
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}
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}
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SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) {
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/* Draw the X/Y axis */
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int x, y;
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x = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 0)) + 32768);
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x *= SCREEN_WIDTH;
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x /= 65535;
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if (x < 0) {
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x = 0;
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} else if (x > (SCREEN_WIDTH - 16)) {
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x = SCREEN_WIDTH - 16;
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}
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y = (((int) SDL_GameControllerGetAxis(gamecontroller, i * 2 + 1)) + 32768);
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y *= SCREEN_HEIGHT;
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y /= 65535;
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if (y < 0) {
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y = 0;
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} else if (y > (SCREEN_HEIGHT - 16)) {
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y = SCREEN_HEIGHT - 16;
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}
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DrawRect(screen, x, y, 16, 16);
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}
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0xFF, SDL_ALPHA_OPAQUE);
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SDL_RenderPresent(screen);
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if ( !done )
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done = SDL_GameControllerGetAttached( gamecontroller ) == 0;
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}
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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int nController = 0;
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int retcode = 0;
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char guid[64];
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SDL_GameController *gamecontroller;
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/* Initialize SDL (Note: video is required to start event loop) */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
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fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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/* Print information about the controller */
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for (i = 0; i < SDL_NumJoysticks(); ++i) {
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const char *name;
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const char *description = "Joystick (not recognized as game controller)";
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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guid, sizeof (guid));
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if ( SDL_IsGameController(i) )
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{
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nController++;
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name = SDL_GameControllerNameForIndex(i);
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} else {
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name = SDL_JoystickNameForIndex(i);
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}
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printf("%s %d: %s (guid %s)\n", description, i, name ? name : "Unknown", guid);
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}
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printf("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
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if (argv[1]) {
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int device = atoi(argv[1]);
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if (device >= SDL_NumJoysticks()) {
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printf("%i is an invalid joystick index.\n", device);
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retcode = 1;
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} else {
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
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guid, sizeof (guid));
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printf("Attempting to open device %i, guid %s\n", device, guid);
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gamecontroller = SDL_GameControllerOpen(device);
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if (gamecontroller == NULL) {
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printf("Couldn't open joystick %d: %s\n", device, SDL_GetError());
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retcode = 1;
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} else {
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WatchGameController(gamecontroller);
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SDL_GameControllerClose(gamecontroller);
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}
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}
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}
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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return retcode;
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}
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#else
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int
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main(int argc, char *argv[])
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{
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fprintf(stderr, "SDL compiled without Joystick support.\n");
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exit(1);
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}
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#endif
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