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* Initial implementation * Corrected RAWINPUT buffer sizing * Mostly complete XInput implementation * XInput triggers * Add preliminary CHANGELOG entry. * match unix common API to evl 2.0 * wayland: eventloop2.0 * make EventLoopProxy require T: 'static * Revamp device event API, as well as several misc. fixes on Windows: * When you have multiple windows, you no longer receive duplicate device events * Mouse Device Events now send X-button input * Mouse Device Events now send horizontal scroll wheel input * Add MouseEvent documentation and Device ID debug passthrough * Improve type safety on get_raw_input_data * Remove button_id field from MouseEvent::Button in favor of utton * Remove regex dependency on Windows * Remove axis filtering in XInput * Make gamepads not use lazy_static * Publicly expose gamepad rumble * Unstack DeviceEvent and fix examples/tests * Add HANDLE retrieval method to DeviceExtWindows * Add distinction between non-joystick axes and joystick axes. This helps with properly calculating the deadzone for controller joysticks. One potential issue is that the `Stick` variant isn't used for *all* joysticks, which could be potentially confusing - for example, raw input joysticks will never use the `Stick` variant because we don't understand the semantic meaning of raw input joystick axes. * Add ability to get gamepad port * Fix xinput controller hot swapping * Add functions for enumerating attached devices * Clamp input to [0.0, 1.0] on gamepad rumble * Expose gamepad rumble errors * Add method to check if device is still connected * Add docs * Rename AxisHint and ButtonHint to GamepadAxis and GamepadButton * Add CHANGELOG entry * Update CHANGELOG.md * Add HidId and MovedAbsolute * Fix xinput deprecation warnings * Add ability to retrieve gamepad battery level * Fix weird imports in gamepad example * Update CHANGELOG.md * Resolve francesca64 comments
53 lines
1.5 KiB
Rust
53 lines
1.5 KiB
Rust
use winit::{
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event::{
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device::{GamepadEvent, GamepadHandle},
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Event, WindowEvent,
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},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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fn main() {
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let event_loop = EventLoop::new();
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let _window = WindowBuilder::new()
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.with_title("The world's worst video game")
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.build(&event_loop)
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.unwrap();
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println!("enumerating gamepads:");
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for gamepad in GamepadHandle::enumerate(&event_loop) {
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println!(
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" gamepad={:?}\tport={:?}\tbattery level={:?}",
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gamepad,
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gamepad.port(),
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gamepad.battery_level()
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);
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}
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let deadzone = 0.12;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::GamepadEvent(gamepad_handle, event) => {
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match event {
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// Discard any Axis events that has a corresponding Stick event.
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GamepadEvent::Axis { stick: true, .. } => (),
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// Discard any Stick event that falls inside the stick's deadzone.
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GamepadEvent::Stick {
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x_value, y_value, ..
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} if (x_value.powi(2) + y_value.powi(2)).sqrt() < deadzone => (),
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_ => println!("[{:?}] {:#?}", gamepad_handle, event),
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}
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}
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => *control_flow = ControlFlow::Exit,
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_ => (),
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}
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});
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}
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