This example code rumbles gamepads when buttons are pressed.
/* gamepad-rumble.c ... */ /* * This example rumbles gamepads on button presses. * * This code is public domain. Feel free to use it for any purpose! */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; typedef struct GamepadInfo { SDL_JoystickID gamepad_id; const char *action; } GamepadInfo; static GamepadInfo gamepads_info[16]; /* if you have more than this, we'll ignore it. */ static GamepadInfo *FindGamepadInfo(SDL_JoystickID which) { int i; for (i = 0; i < SDL_arraysize(gamepads_info); i++) { if (gamepads_info[i].gamepad_id == which) { return &gamepads_info[i]; } } return NULL; /* not found */ } /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_SetAppMetadata("Example Input Gamepad Rumble", "1.0", "com.example.input-gamepad-rumble"); if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-rumble", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { GamepadInfo *info; if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } else if (event->type == SDL_EVENT_GAMEPAD_ADDED) { /* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */ SDL_OpenGamepad(event->gdevice.which); info = FindGamepadInfo(0); /* find an empty space */ if (info) { info->gamepad_id = event->gdevice.which; info->action = "idle"; } } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) { SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gdevice.which); SDL_CloseGamepad(gamepad); info = FindGamepadInfo(event->gdevice.which); if (info) { info->gamepad_id = 0; } } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) { SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which); info = FindGamepadInfo(event->gbutton.which); switch (event->gbutton.button) { case SDL_GAMEPAD_BUTTON_SOUTH: SDL_RumbleGamepad(gamepad, 0xFFFF, 0x0000, 5000); if (info) { info->action = "rumble high frequency"; } break; case SDL_GAMEPAD_BUTTON_EAST: SDL_RumbleGamepad(gamepad, 0x0000, 0xFFFF, 5000); if (info) { info->action = "rumble low frequency"; } break; default: break; } } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) { SDL_Gamepad *gamepad = SDL_GetGamepadFromID(event->gbutton.which); SDL_RumbleGamepad(gamepad, 0x0000, 0x0000, 0); info = FindGamepadInfo(event->gbutton.which); if (info) { info->action = "idle"; } } return SDL_APP_CONTINUE; /* carry on with the program! */ } static void draw_centered_text(const int rw, int *y, const char *str) { const int x = (rw - (((int) SDL_strlen(str)) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2; if (*str) { SDL_RenderDebugText(renderer, (float) x, (float) *y, str); } *y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2; } /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { int rw, rh, y, i; SDL_GetCurrentRenderOutputSize(renderer, &rw, &rh); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* clear to black */ SDL_RenderClear(renderer); y = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 8; SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); /* yellow text */ draw_centered_text(rw, &y, "Connect gamepads and press buttons to rumble."); y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 3; /* report all the visible joysticks and what they are doing at the moment. */ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white text */ for (i = 0; i < SDL_arraysize(gamepads_info); i++) { const SDL_JoystickID which = gamepads_info[i].gamepad_id; if (which == 0) { draw_centered_text(rw, &y, ""); /* just leave a blank line. */ } else { char str[128]; SDL_snprintf(str, sizeof (str), "%s: %s", SDL_GetGamepadNameForID(which), gamepads_info[i].action); draw_centered_text(rw, &y, str); } } SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_Quit(); /* SDL will clean up the window/renderer for us. We let the gamepads leak. */ }