| /* |
| * 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. */ |
| } |