| | |
| | | case SDL_CONTROLLERBUTTONDOWN: |
| | | case SDL_CONTROLLERBUTTONUP: |
| | | SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released"); |
| | | /* First button triggers a 0.5 second full strength rumble */ |
| | | if (event.type == SDL_CONTROLLERBUTTONDOWN && |
| | | event.cbutton.button == SDL_CONTROLLER_BUTTON_A) { |
| | | SDL_GameControllerRumble(gamecontroller, 0xFFFF, 0xFFFF, 500); |
| | | } |
| | | break; |
| | | case SDL_KEYDOWN: |
| | | if (event.key.keysym.sym != SDLK_ESCAPE) { |