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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));
    }
}