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|
extern crate sdl2;
use sdl2::controller::GameController;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::GameControllerSubsystem;
use sdl2::IntegerOrSdlError;
use std::time::Duration;
fn get_controllers(game_controller: &GameControllerSubsystem) -> Vec<GameController> {
let mut result = vec![];
for i in 0..game_controller.num_joysticks().unwrap() {
if game_controller.is_game_controller(i) {
result.push(game_controller.open(i).unwrap());
}
}
result
}
fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let game_controller = sdl_context.game_controller().unwrap();
println!("Game controller: {:?}", game_controller);
println!(
"I have {} joysticks",
game_controller.num_joysticks().unwrap()
);
let controllers = get_controllers(&game_controller);
for c in &controllers {
println!("==========");
println!("Controller: {}", c.name());
println!("Mapping: {}", c.name());
println!("==========");
}
let window = video_subsystem
.window("rust-sdl2 demo", 800, 600)
.position_centered()
.build()
.unwrap();
let mut canvas = window.into_canvas().build().unwrap();
canvas.set_draw_color(Color::RGB(0, 255, 255));
canvas.clear();
canvas.present();
let mut event_pump = sdl_context.event_pump().unwrap();
let mut i = 0;
'running: loop {
i = (i + 1) % 255;
canvas.set_draw_color(Color::RGB(i, 64, 255 - i));
canvas.clear();
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
_ => {
println!("Got event: {:?}", event)
}
}
}
// The rest of the game loop goes here...
canvas.present();
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
}
}
|