summaryrefslogtreecommitdiffhomepage
path: root/examples/core/core_input_gamepad_info.c
blob: 55f0354b55fab7eb89a99dce611740d4ba31fb5f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
/*******************************************************************************************
*
*   raylib [core] example - Gamepad information
*
*   NOTE: This example requires a Gamepad connected to the system
*         Check raylib.h for buttons configuration
*
*   Example originally created with raylib 4.6, last time updated with raylib 4.6
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Set MSAA 4X hint before windows creation

    InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");

    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!WindowShouldClose())        // Detect window close button or ESC key
    {
        int y = 10;

        BeginDrawing();

        ClearBackground(RAYWHITE);

        for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here.
        {
            if (IsGamepadAvailable(i))
            {
                DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
                y += 30;
                DrawText(TextFormat("\tAxis count:   %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
                y += 30;
                for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
                {
                    DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
                    y += 30;
                }
                for (int button = 0; button < 32; button++)
                {
                    DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
                    y += 30;
                }
            }
        }

        DrawFPS(GetScreenWidth() - 100, 100);

        EndDrawing();
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
}