initial code, no input from IO board for some reason

This commit is contained in:
Zsolt Zitting 2023-06-26 11:40:28 -07:00
parent 81fa28ef90
commit b33f9d5515
7 changed files with 710 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
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#include "raylib.h"
bool prefix(const char* pre, const char* str)
{
return strncmp(pre, str, strlen(pre)) == 0;
}
typedef enum {
TEST_BUTTON = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
SERVICE_BUTTON = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
VOLUME_UP = GAMEPAD_BUTTON_LEFT_FACE_UP,
VOLUME_DOWN = GAMEPAD_BUTTON_LEFT_FACE_DOWN
} IOButtons;
int main(void)
{
SetTraceLogLevel(LOG_ALL);
const int windowSize = 1080;
int monitorIndex = 0;
bool ioBoard = false;
InitWindow(windowSize, windowSize, "WACCA Launcher");
for (int i = 0; i < GetMonitorCount(); i++) {
Vector2 size = { GetMonitorWidth(i), GetMonitorHeight(i) };
if (size.x < size.y) { // vertical monitor that is at least
monitorIndex = i;
TraceLog(LOG_DEBUG, "Monitor %i passed check", i);
}
else TraceLog(LOG_DEBUG, "Monitor %i failed check", i);
}
// TODO: for some reason this doesn't work
SetGamepadMappings("0300bd19a30c00002100000000000000,I/O CONTROL BD;15257 ;01;91;3EEE;6679B;00;GOUT=14_ADIN=8,E_ROTIN=4_COININ=2_SWIN=2,E_UQ1=41,6;,a:b9,b:b6,dpup:b1,dpdown:b0,platform:Windows,");
Vector2 screen = GetMonitorPosition(monitorIndex);
SetWindowPosition(screen.x, screen.y + 362); // TODO: hardcoded offset won't work on non-1080p displays.
SetWindowState(FLAG_WINDOW_UNDECORATED);
Font fontTtf = LoadFontEx("res/funny.ttf", 30, 0, 250);
SetTargetFPS(60);
int cursor = 0;
// Main loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsGamepadAvailable(0)) {
#if _DEBUG
ioBoard = prefix("Logitech", GetGamepadName(0));
#else
ioBoard = prefix("I/O CONTROL BD", GetGamepadName(0));
#endif
if (IsGamepadButtonPressed(0, VOLUME_UP)) cursor++;
if (IsGamepadButtonPressed(0, VOLUME_DOWN)) cursor--;
}
else ioBoard = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
Vector2 textBounds = MeasureTextEx(fontTtf, "LAUNCHER SETTINGS", (float)fontTtf.baseSize, 0.1f);
DrawTextEx(fontTtf, "LAUNCHER SETTINGS", (Vector2) { 540 - (textBounds.x / 2), 126 }, (float)fontTtf.baseSize, 0.1f, WHITE);
DrawText(TextFormat("Monitor position: %03i, %03i (%i)", screen.x, screen.y, GetMonitorCount()), 10, 40, 20, LIGHTGRAY);
DrawText(TextFormat("IO Board detected: %c", ioBoard ? 'Y' : 'N'), 10, 540, 20, GREEN);
DrawText(TextFormat("Buttons Pressed: %s, %s, %s, %s (%d)",
IsGamepadButtonDown(0, TEST_BUTTON) ? "TEST" : "test",
IsGamepadButtonDown(0, SERVICE_BUTTON) ? "SERVICE" : "service",
IsGamepadButtonDown(0, VOLUME_UP) ? "UP" : "up",
IsGamepadButtonDown(0, VOLUME_DOWN) ? "DOWN" : "down",
cursor
), 10, 570, 20, ORANGE);
if (IsGamepadAvailable(0)) {
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 100, 500, 20, RED);
else DrawText("DETECTED BUTTON: NONE", 100, 500, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontTtf);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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<?xml version="1.0" encoding="utf-8"?>
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<package id="raylib" version="4.5.0" targetFramework="native" />
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