diff --git a/VisualC/examples/input/05-gamepad-rumble/05-gamepad-rumble.vcxproj b/VisualC/examples/input/05-gamepad-rumble/05-gamepad-rumble.vcxproj
new file mode 100644
index 0000000000..ba30e01ef8
--- /dev/null
+++ b/VisualC/examples/input/05-gamepad-rumble/05-gamepad-rumble.vcxproj
@@ -0,0 +1,12 @@
+
+
+
+ {5F4CC3F4-265F-4295-98E3-19BD09108B39}
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 752eb640e3..1e6b086d7e 100644
--- a/examples/CMakeLists.txt
+++ b/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)
diff --git a/examples/input/05-gamepad-rumble/README.txt b/examples/input/05-gamepad-rumble/README.txt
new file mode 100644
index 0000000000..b720fbfd6e
--- /dev/null
+++ b/examples/input/05-gamepad-rumble/README.txt
@@ -0,0 +1 @@
+This example code rumbles gamepads when buttons are pressed.
diff --git a/examples/input/05-gamepad-rumble/gamepad-rumble.c b/examples/input/05-gamepad-rumble/gamepad-rumble.c
new file mode 100644
index 0000000000..e49037a3d8
--- /dev/null
+++ b/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
+#include
+
+/* 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. */
+}
diff --git a/examples/input/05-gamepad-rumble/onmouseover.webp b/examples/input/05-gamepad-rumble/onmouseover.webp
new file mode 100644
index 0000000000..10d0eeffa4
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diff --git a/examples/input/05-gamepad-rumble/thumbnail.png b/examples/input/05-gamepad-rumble/thumbnail.png
new file mode 100644
index 0000000000..ffc13aa1e6
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