extern crate sdl3;
fn main() -> Result<(), String> {
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
let sdl_context = sdl2::init()?;
let game_controller_subsystem = sdl_context.game_controller()?;
let available = game_controller_subsystem
.num_joysticks()
.map_err(|e| format!("can't enumerate joysticks: {}", e))?;
println!("{} joysticks available", available);
let mut controller = (0..available)
.find_map(|id| {
if !game_controller_subsystem.is_game_controller(id) {
println!("{} is not a game controller", id);
return None;
}
println!("Attempting to open controller {}", id);
match game_controller_subsystem.open(id) {
Ok(c) => {
println!("Success: opened \"{}\"", c.name());
Some(c)
}
Err(e) => {
println!("failed: {:?}", e);
None
}
}
})
.expect("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()?.wait_iter() {
use sdl3::controller::Axis;
use sdl3::event::Event;
match event {
Event::ControllerAxisMotion {
axis: Axis::TriggerLeft,
value: val,
..
} => {
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,
..
} => {
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, ..
} => {
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::ControllerTouchpadDown {
touchpad,
finger,
x,
y,
..
} => println!("Touchpad {touchpad} down finger:{finger} x:{x} y:{y}"),
Event::ControllerTouchpadMotion {
touchpad,
finger,
x,
y,
..
} => println!("Touchpad {touchpad} move finger:{finger} x:{x} y:{y}"),
Event::ControllerTouchpadUp {
touchpad,
finger,
x,
y,
..
} => println!("Touchpad {touchpad} up finger:{finger} x:{x} y:{y}"),
Event::Quit { .. } => break,
_ => (),
}
}
Ok(())
}