use boll::*;
use common::{Point2D, Rect};
+use core::controller::ControllerManager;
use point; // defined in common, but loaded from main...
use rand::Rng;
use sdl2::event::{Event, WindowEvent};
let context = sdl2::init().unwrap();
sdl2::image::init(sdl2::image::InitFlag::PNG)?;
let video = context.video()?;
-
self.print_video_display_modes(&video);
let window = video
let event_pump = context.event_pump()?;
let sprites = SpriteManager::new(canvas.texture_creator());
let screen = canvas.output_size().unwrap();
+ let ctrl = context.game_controller()?;
+ ctrl.set_event_state(true);
Ok(App {
canvas,
event_pump,
sprites,
state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
+ ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
})
}
pub event_pump: EventPump,
pub sprites: SpriteManager,
pub state: Box<dyn AppState>,
+ pub ctrl_man: ControllerManager,
}
impl App {
if frame_count == FPS as u64 {
let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
/ 1_000_000_000.0;
- println!("fps: {}", frame_count as f64 / duration);
+ // println!("fps: {}", frame_count as f64 / duration);
frame_count = 0;
fps_time = PreciseTime::now();
}
fn handle_events(&mut self) -> Result<(), ()> {
for event in self.event_pump.poll_iter() {
+ self.ctrl_man.handle_event(&event);
match event {
+ Event::ControllerButtonDown { .. } => {
+ let c = self.ctrl_man.controllers[0].clone();
+ c.rumble(0.75, 100);
+ }
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),