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examples: Added input/05-gamepad-rumble

Sam Lantinga 3 gün önce
ebeveyn
işleme
dc8b189491

+ 12 - 0
VisualC/examples/input/05-gamepad-rumble/05-gamepad-rumble.vcxproj

@@ -0,0 +1,12 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{5F4CC3F4-265F-4295-98E3-19BD09108B39}</ProjectGuid>
+  </PropertyGroup>
+  <Import Project="$(SolutionDir)\examples\Examples.props" />
+  <ItemGroup>
+    <None Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\README.txt" />
+    <ClCompile Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\gamepad-rumble.c" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+</Project>

+ 1 - 0
examples/CMakeLists.txt

@@ -152,6 +152,7 @@ add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-poll
 add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c)
 add_sdl_example_executable(input-gamepad-polling SOURCES input/03-gamepad-polling/gamepad-polling.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.png)
 add_sdl_example_executable(input-gamepad-events SOURCES input/04-gamepad-events/gamepad-events.c)
+add_sdl_example_executable(input-gamepad-rumble SOURCES input/05-gamepad-rumble/gamepad-rumble.c)
 add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
 add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
 add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.png)

+ 1 - 0
examples/input/05-gamepad-rumble/README.txt

@@ -0,0 +1 @@
+This example code rumbles gamepads when buttons are pressed.

+ 83 - 0
examples/input/05-gamepad-rumble/gamepad-rumble.c

@@ -0,0 +1,83 @@
+/*
+ * This example rumbles gamepads on button presses.
+ *
+ * This code is public domain. Feel free to use it for any purpose!
+ */
+
+#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+
+/* We will use this renderer to draw into this window every frame. */
+static SDL_Window *window = NULL;
+static SDL_Renderer *renderer = NULL;
+
+/* This function runs once at startup. */
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    SDL_SetAppMetadata("Example Input Gamepad Rumble", "1.0", "com.example.input-gamepad-rumble");
+
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
+        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-rumble", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
+        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    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_GAMEPAD_ADDED) {
+        /* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */
+        SDL_OpenGamepad(event->gdevice.which);
+    } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
+        SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which);
+        SDL_CloseGamepad(gamepad);
+    } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
+        SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
+        switch (event->gbutton.button) {
+        case SDL_GAMEPAD_BUTTON_SOUTH:
+            SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000);
+            break;
+        case SDL_GAMEPAD_BUTTON_EAST:
+            SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000);
+            break;
+        default:
+            break;
+        }
+    } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
+        SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
+        SDL_RumbleGamepad(gamepad, 0x0000, 0x0000, 0);
+    }
+
+    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)
+{
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+
+    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
+    SDL_RenderDebugText(renderer, 8, 8, "Connect gamepad and press buttons to rumble");
+
+    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)
+{
+    SDL_Quit();
+    /* SDL will clean up the window/renderer for us. We let the gamepads leak. */
+}

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examples/input/05-gamepad-rumble/onmouseover.webp


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examples/input/05-gamepad-rumble/thumbnail.png