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