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149 lines
5.2 KiB
C
149 lines
5.2 KiB
C
/*
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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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typedef struct GamepadInfo
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{
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SDL_JoystickID gamepad_id;
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const char *action;
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} GamepadInfo;
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static GamepadInfo gamepads_info[16]; /* if you have more than this, we'll ignore it. */
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static GamepadInfo *FindGamepadInfo(SDL_JoystickID which)
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{
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int i;
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for (i = 0; i < SDL_arraysize(gamepads_info); i++) {
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if (gamepads_info[i].gamepad_id == which) {
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return &gamepads_info[i];
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}
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}
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return NULL; /* not found */
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}
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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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GamepadInfo *info;
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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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info = FindGamepadInfo(0); /* find an empty space */
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if (info) {
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info->gamepad_id = event->gdevice.which;
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info->action = "idle";
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}
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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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info = FindGamepadInfo(event->gdevice.which);
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if (info) {
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info->gamepad_id = 0;
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}
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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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info = FindGamepadInfo(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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if (info) {
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info->action = "rumble high frequency";
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}
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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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if (info) {
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info->action = "rumble low frequency";
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}
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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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info = FindGamepadInfo(event->gbutton.which);
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if (info) {
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info->action = "idle";
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}
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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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static void draw_centered_text(const int rw, int *y, const char *str)
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{
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const int x = (rw - (((int) SDL_strlen(str)) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2;
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if (*str) {
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SDL_RenderDebugText(renderer, (float) x, (float) *y, str);
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}
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*y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2;
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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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int rw, rh, y, i;
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SDL_GetCurrentRenderOutputSize(renderer, &rw, &rh);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* clear to black */
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SDL_RenderClear(renderer);
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y = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 8;
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); /* yellow text */
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draw_centered_text(rw, &y, "Connect gamepads and press buttons to rumble.");
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y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 3;
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/* report all the visible joysticks and what they are doing at the moment. */
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white text */
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for (i = 0; i < SDL_arraysize(gamepads_info); i++) {
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const SDL_JoystickID which = gamepads_info[i].gamepad_id;
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if (which == 0) {
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draw_centered_text(rw, &y, ""); /* just leave a blank line. */
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} else {
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char str[128];
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SDL_snprintf(str, sizeof (str), "%s: %s", SDL_GetGamepadNameForID(which), gamepads_info[i].action);
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draw_centered_text(rw, &y, str);
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}
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}
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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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