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