SDL/examples/input/05-gamepad-rumble/gamepad-rumble.c

149 lines
5.2 KiB
C

/*
* 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;
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. */
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)
{
GamepadInfo *info;
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);
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) {
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which);
SDL_CloseGamepad(gamepad);
info = FindGamepadInfo(event->gdevice.which);
if (info) {
info->gamepad_id = 0;
}
} else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which);
info = FindGamepadInfo(event->gbutton.which);
switch (event->gbutton.button) {
case SDL_GAMEPAD_BUTTON_SOUTH:
SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000);
if (info) {
info->action = "rumble high frequency";
}
break;
case SDL_GAMEPAD_BUTTON_EAST:
SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000);
if (info) {
info->action = "rumble low frequency";
}
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);
info = FindGamepadInfo(event->gbutton.which);
if (info) {
info->action = "idle";
}
}
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. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
int rw, rh, y, i;
SDL_GetCurrentRenderOutputSize(renderer, &rw, &rh);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* clear to black */
SDL_RenderClear(renderer);
y = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 8;
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);
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. */
}