examples: Added input/05-gamepad-rumble

This commit is contained in:
Sam Lantinga 2026-05-31 08:32:17 -07:00
parent e0eb40f65f
commit dc8b189491
6 changed files with 97 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{5F4CC3F4-265F-4295-98E3-19BD09108B39}</ProjectGuid>
</PropertyGroup>
<Import Project="$(SolutionDir)\examples\Examples.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\input\05-gamepad-rumble\gamepad-rumble.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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@ -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)

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This example code rumbles gamepads when buttons are pressed.

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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;
/* 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. */
}

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