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examples: Added input/05-gamepad-rumble
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6 changed files with 97 additions and 0 deletions
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Label="Globals">
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<ProjectGuid>{5F4CC3F4-265F-4295-98E3-19BD09108B39}</ProjectGuid>
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</PropertyGroup>
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<Import Project="$(SolutionDir)\examples\Examples.props" />
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<ItemGroup>
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<None Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\README.txt" />
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<ClCompile Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\gamepad-rumble.c" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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</Project>
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@ -152,6 +152,7 @@ add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-poll
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add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c)
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add_sdl_example_executable(input-gamepad-polling SOURCES input/03-gamepad-polling/gamepad-polling.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.png)
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add_sdl_example_executable(input-gamepad-events SOURCES input/04-gamepad-events/gamepad-events.c)
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add_sdl_example_executable(input-gamepad-rumble SOURCES input/05-gamepad-rumble/gamepad-rumble.c)
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add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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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)
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1
examples/input/05-gamepad-rumble/README.txt
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1
examples/input/05-gamepad-rumble/README.txt
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This example code rumbles gamepads when buttons are pressed.
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83
examples/input/05-gamepad-rumble/gamepad-rumble.c
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83
examples/input/05-gamepad-rumble/gamepad-rumble.c
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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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#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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/* 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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/* 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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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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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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return SDL_APP_CONTINUE; /* carry on with the program! */
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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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return SDL_APP_CONTINUE; /* carry on with the program! */
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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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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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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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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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BIN
examples/input/05-gamepad-rumble/onmouseover.webp
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examples/input/05-gamepad-rumble/onmouseover.webp
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examples/input/05-gamepad-rumble/thumbnail.png
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examples/input/05-gamepad-rumble/thumbnail.png
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