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- /*
- * 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;
- typedef struct GamepadInfo
- {
- SDL_JoystickID gamepad_id;
- const char *action;
- } GamepadInfo;
- static GamepadInfo gamepads_info[16]; /* if you have more than this, we'll ignore it. */
- static GamepadInfo *FindGamepadInfo(SDL_JoystickID which)
- {
- int i;
- for (i = 0; i < SDL_arraysize(gamepads_info); i++) {
- if (gamepads_info[i].gamepad_id == which) {
- return &gamepads_info[i];
- }
- }
- return NULL; /* not found */
- }
- /* 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)
- {
- GamepadInfo *info;
- 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);
- info = FindGamepadInfo(0); /* find an empty space */
- if (info) {
- info->gamepad_id = event->gdevice.which;
- info->action = "idle";
- }
- } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
- SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which);
- SDL_CloseGamepad(gamepad);
- info = FindGamepadInfo(event->gdevice.which);
- if (info) {
- info->gamepad_id = 0;
- }
- } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
- SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
- info = FindGamepadInfo(event->gbutton.which);
- switch (event->gbutton.button) {
- case SDL_GAMEPAD_BUTTON_SOUTH:
- SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000);
- if (info) {
- info->action = "rumble high frequency";
- }
- break;
- case SDL_GAMEPAD_BUTTON_EAST:
- SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000);
- if (info) {
- info->action = "rumble low frequency";
- }
- 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);
- info = FindGamepadInfo(event->gbutton.which);
- if (info) {
- info->action = "idle";
- }
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- static void draw_centered_text(const int rw, int *y, const char *str)
- {
- const int x = (rw - (((int) SDL_strlen(str)) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2;
- if (*str) {
- SDL_RenderDebugText(renderer, (float) x, (float) *y, str);
- }
- *y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2;
- }
- /* This function runs once per frame, and is the heart of the program. */
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- int rw, rh, y, i;
- SDL_GetCurrentRenderOutputSize(renderer, &rw, &rh);
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* clear to black */
- SDL_RenderClear(renderer);
- y = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 8;
- SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); /* yellow text */
- draw_centered_text(rw, &y, "Connect gamepads and press buttons to rumble.");
- y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 3;
- /* report all the visible joysticks and what they are doing at the moment. */
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white text */
- for (i = 0; i < SDL_arraysize(gamepads_info); i++) {
- const SDL_JoystickID which = gamepads_info[i].gamepad_id;
- if (which == 0) {
- draw_centered_text(rw, &y, ""); /* just leave a blank line. */
- } else {
- char str[128];
- SDL_snprintf(str, sizeof (str), "%s: %s", SDL_GetGamepadNameForID(which), gamepads_info[i].action);
- draw_centered_text(rw, &y, str);
- }
- }
- 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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