use std::time::Instant; use winit::event_loop::EventLoop; #[derive(Debug, Clone)] enum Rumble { None, Left, Right, } fn main() { let event_loop = EventLoop::new(); // You should generally use `GamepadEvent::Added/Removed` to detect gamepads, as doing that will // allow you to more easily support gamepad hotswapping. However, we're using `enumerate` here // because it makes this example more concise. let gamepads = winit::event::device::GamepadHandle::enumerate(&event_loop).collect::>(); let rumble_patterns = &[ (0.5, Rumble::None), (2.0, Rumble::Left), (0.5, Rumble::None), (2.0, Rumble::Right), ]; let mut rumble_iter = rumble_patterns.iter().cloned().cycle(); let mut active_pattern = rumble_iter.next().unwrap(); let mut timeout = active_pattern.0; let mut timeout_start = Instant::now(); event_loop.run(move |_, _, _| { if timeout <= active_pattern.0 { let t = (timeout / active_pattern.0) * std::f64::consts::PI; let intensity = t.sin(); for g in &gamepads { let result = match active_pattern.1 { Rumble::Left => g.rumble(intensity, 0.0), Rumble::Right => g.rumble(0.0, intensity), Rumble::None => Ok(()), }; if let Err(e) = result { println!("Rumble failed: {:?}", e); } } timeout = (Instant::now() - timeout_start).as_millis() as f64 / 1000.0; } else { active_pattern = rumble_iter.next().unwrap(); println!( "Rumbling {:?} for {:?} seconds", active_pattern.1, active_pattern.0 ); timeout = 0.0; timeout_start = Instant::now(); } }); }