examples/input/05-gamepad-rumble: add some visual feedback.

This commit is contained in:
Ryan C. Gordon 2026-06-02 19:50:05 -04:00
parent dc34abc03e
commit 49a4c07e23
No known key found for this signature in database
GPG key ID: FA148B892AB48044
3 changed files with 69 additions and 3 deletions

View file

@ -12,6 +12,25 @@
static SDL_Window *window = NULL; static SDL_Window *window = NULL;
static SDL_Renderer *renderer = 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. */ /* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{ {
@ -33,22 +52,39 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{ {
GamepadInfo *info;
if (event->type == SDL_EVENT_QUIT) { if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) { } 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(). */ /* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */
SDL_OpenGamepad(event->gdevice.which); 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) { } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which); SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which);
SDL_CloseGamepad(gamepad); SDL_CloseGamepad(gamepad);
info = FindGamepadInfo(event->gdevice.which);
if (info) {
info->gamepad_id = 0;
}
} else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) { } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which); SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
info = FindGamepadInfo(event->gbutton.which);
switch (event->gbutton.button) { switch (event->gbutton.button) {
case SDL_GAMEPAD_BUTTON_SOUTH: case SDL_GAMEPAD_BUTTON_SOUTH:
SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000); SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000);
if (info) {
info->action = "rumble high frequency";
}
break; break;
case SDL_GAMEPAD_BUTTON_EAST: case SDL_GAMEPAD_BUTTON_EAST:
SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000); SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000);
if (info) {
info->action = "rumble low frequency";
}
break; break;
default: default:
break; break;
@ -56,19 +92,49 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
} else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) { } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which); SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
SDL_RumbleGamepad(gamepad, 0x0000, 0x0000, 0); 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! */ 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. */ /* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate) SDL_AppResult SDL_AppIterate(void *appstate)
{ {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); int rw, rh, y, i;
SDL_GetCurrentRenderOutputSize(renderer, &rw, &rh);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* clear to black */
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); y = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 8;
SDL_RenderDebugText(renderer, 8, 8, "Connect gamepad and press buttons to rumble"); 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); SDL_RenderPresent(renderer);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

After

Width:  |  Height:  |  Size: 11 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 362 B

After

Width:  |  Height:  |  Size: 1.1 KiB

Before After
Before After