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sdl2 0.32.1

SDL2 bindings for Rust
Documentation
extern crate sdl2;

fn main() {
    let sdl_context = sdl2::init().unwrap();
    let game_controller_subsystem = sdl_context.game_controller().unwrap();

    let available =
        match game_controller_subsystem.num_joysticks() {
            Ok(n)  => n,
            Err(e) => panic!("can't enumerate joysticks: {}", e),
        };

    println!("{} joysticks available", available);

    let mut controller = None;

    // Iterate over all available joysticks and look for game
    // controllers.
    for id in 0..available {
        if game_controller_subsystem.is_game_controller(id) {
            println!("Attempting to open controller {}", id);

            match game_controller_subsystem.open(id) {
                Ok(c) => {
                    // We managed to find and open a game controller,
                    // exit the loop
                    println!("Success: opened \"{}\"", c.name());
                    controller = Some(c);
                    break;
                },
                Err(e) => println!("failed: {:?}", e),
            }

        } else {
             println!("{} is not a game controller", id);
        }
    }

    let mut controller =
        match controller {
            Some(c) => c,
            None     => panic!("Couldn't open any controller"),
        };

    println!("Controller mapping: {}", controller.mapping());

    let (mut lo_freq, mut hi_freq) = (0, 0);

    for event in sdl_context.event_pump().unwrap().wait_iter() {
        use sdl2::event::Event;
        use sdl2::controller::Axis;

        match event {
            Event::ControllerAxisMotion{ axis: Axis::TriggerLeft, value: val, .. } => {
                // Trigger axes go from 0 to 32767, so this should be okay
                lo_freq = (val as u16) * 2;
                match controller.set_rumble(lo_freq, hi_freq, 15000) {
                    Ok(()) => println!("Set rumble to ({}, {})", lo_freq, hi_freq),
                    Err(e) => println!("Error setting rumble to ({}, {}): {:?}", lo_freq, hi_freq, e),
                }
            }
            Event::ControllerAxisMotion{ axis: Axis::TriggerRight, value: val, .. } => {
                // Trigger axes go from 0 to 32767, so this should be okay
                hi_freq = (val as u16) * 2;
                match controller.set_rumble(lo_freq, hi_freq, 15000) {
                    Ok(()) => println!("Set rumble to ({}, {})", lo_freq, hi_freq),
                    Err(e) => println!("Error setting rumble to ({}, {}): {:?}", lo_freq, hi_freq, e),
                }
            }
            Event::ControllerAxisMotion{ axis, value: val, .. } => {
                // Axis motion is an absolute value in the range
                // [-32768, 32767]. Let's simulate a very rough dead
                // zone to ignore spurious events.
                let dead_zone = 10_000;
                if val > dead_zone || val < -dead_zone {
                    println!("Axis {:?} moved to {}", axis, val);
                }
            }
            Event::ControllerButtonDown{ button, .. } =>
                println!("Button {:?} down", button),
            Event::ControllerButtonUp{ button, .. } =>
                println!("Button {:?} up", button),
            Event::Quit{..} => break,
            _ => (),
        }
    }
}