2022-09-24 13:21:01 +00:00
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//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
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input::gamepad::{
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GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent, GamepadSettings,
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},
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2022-09-24 13:21:01 +00:00
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prelude::*,
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Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
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sprite::{Anchor, MaterialMesh2dBundle, Mesh2dHandle},
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2022-09-24 13:21:01 +00:00
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
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const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
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const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const EXTENT_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const TEXT_COLOR: Color = Color::WHITE;
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
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Self {
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normal: materials.add(ColorMaterial::from(NORMAL_BUTTON_COLOR)),
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active: materials.add(ColorMaterial::from(ACTIVE_BUTTON_COLOR)),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.resource_mut::<Assets<Mesh>>();
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Self {
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circle: meshes.add(shape::Circle::new(BUTTON_RADIUS).into()).into(),
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triangle: meshes
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.add(shape::RegularPolygon::new(BUTTON_RADIUS, 3).into())
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.into(),
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start_pause: meshes.add(shape::Quad::new(START_SIZE).into()).into(),
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trigger: meshes.add(shape::Quad::new(TRIGGER_SIZE).into()).into(),
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}
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}
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}
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#[derive(Resource, Deref)]
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struct FontHandle(Handle<Font>);
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impl FromWorld for FontHandle {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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Self(asset_server.load("fonts/FiraSans-Bold.ttf"))
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}
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}
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2022-10-06 13:33:29 +00:00
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButtonType,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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}
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2022-09-24 13:21:01 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.init_resource::<FontHandle>()
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.add_startup_system(setup)
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.add_startup_system(setup_sticks)
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.add_startup_system(setup_triggers)
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.add_startup_system(setup_connected)
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Base Sets (#7466)
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
2023-02-06 03:10:08 +00:00
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.add_system(update_buttons)
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.add_system(update_button_values)
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.add_system(update_axes)
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.add_system(update_connected)
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2022-09-24 13:21:01 +00:00
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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2022-09-24 13:21:01 +00:00
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));
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});
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// Start and Pause
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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2022-09-24 13:21:01 +00:00
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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2022-09-24 13:21:01 +00:00
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});
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// Triggers
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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2022-09-24 13:21:01 +00:00
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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font: Res<FontHandle>,
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) {
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2022-10-17 14:38:55 +00:00
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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2022-09-24 13:21:01 +00:00
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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2022-10-17 14:38:55 +00:00
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let live_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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2022-09-24 13:21:01 +00:00
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
|
|
|
|
commands
|
|
|
|
.spawn(SpatialBundle {
|
|
|
|
transform: Transform::from_xyz(x_pos, y_pos, 0.),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.with_children(|parent| {
|
|
|
|
// full extent
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
|
|
|
|
color: EXTENT_COLOR,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// live zone
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
transform: Transform::from_xyz(live_mid, live_mid, 2.),
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::new(live_size, live_size)),
|
|
|
|
color: LIVE_COLOR,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// dead zone
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::new(dead_size, dead_size)),
|
|
|
|
color: DEAD_COLOR,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// text
|
|
|
|
let style = TextStyle {
|
|
|
|
font_size: 16.,
|
|
|
|
color: TEXT_COLOR,
|
|
|
|
font: font.clone(),
|
|
|
|
};
|
|
|
|
parent.spawn((
|
|
|
|
Text2dBundle {
|
|
|
|
transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
|
|
|
|
text: Text::from_sections([
|
|
|
|
TextSection {
|
|
|
|
value: format!("{:.3}", 0.),
|
|
|
|
style: style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: ", ".to_string(),
|
|
|
|
style: style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: format!("{:.3}", 0.),
|
|
|
|
style,
|
|
|
|
},
|
Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
|
|
|
]),
|
|
|
|
text_anchor: Anchor::BottomCenter,
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
TextWithAxes { x_axis, y_axis },
|
|
|
|
));
|
|
|
|
// cursor
|
|
|
|
parent.spawn((
|
|
|
|
MaterialMesh2dBundle {
|
|
|
|
mesh: meshes.circle.clone(),
|
|
|
|
material: materials.normal.clone(),
|
|
|
|
transform: Transform::from_xyz(0., 0., 5.)
|
|
|
|
.with_scale(Vec2::splat(0.2).extend(1.)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
MoveWithAxes {
|
|
|
|
x_axis,
|
|
|
|
y_axis,
|
|
|
|
scale: STICK_BOUNDS_SIZE,
|
|
|
|
},
|
|
|
|
ReactTo(button),
|
|
|
|
));
|
|
|
|
});
|
|
|
|
};
|
|
|
|
|
|
|
|
spawn_stick(
|
|
|
|
-STICKS_X,
|
|
|
|
STICKS_Y,
|
|
|
|
GamepadAxisType::LeftStickX,
|
|
|
|
GamepadAxisType::LeftStickY,
|
|
|
|
GamepadButtonType::LeftThumb,
|
|
|
|
);
|
|
|
|
spawn_stick(
|
|
|
|
STICKS_X,
|
|
|
|
STICKS_Y,
|
|
|
|
GamepadAxisType::RightStickX,
|
|
|
|
GamepadAxisType::RightStickY,
|
|
|
|
GamepadButtonType::RightThumb,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_triggers(
|
|
|
|
mut commands: Commands,
|
|
|
|
meshes: Res<ButtonMeshes>,
|
|
|
|
materials: Res<ButtonMaterials>,
|
|
|
|
font: Res<FontHandle>,
|
|
|
|
) {
|
|
|
|
let mut spawn_trigger = |x, y, button_type| {
|
|
|
|
commands
|
2022-10-06 13:33:29 +00:00
|
|
|
.spawn(GamepadButtonBundle::new(
|
|
|
|
button_type,
|
|
|
|
meshes.trigger.clone(),
|
|
|
|
materials.normal.clone(),
|
|
|
|
x,
|
|
|
|
y,
|
2022-09-24 13:21:01 +00:00
|
|
|
))
|
|
|
|
.with_children(|parent| {
|
|
|
|
parent.spawn((
|
|
|
|
Text2dBundle {
|
|
|
|
transform: Transform::from_xyz(0., 0., 1.),
|
|
|
|
text: Text::from_section(
|
|
|
|
format!("{:.3}", 0.),
|
|
|
|
TextStyle {
|
|
|
|
font: font.clone(),
|
|
|
|
font_size: 16.,
|
|
|
|
color: TEXT_COLOR,
|
|
|
|
},
|
Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
|
|
|
),
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
TextWithButtonValue(button_type),
|
|
|
|
));
|
|
|
|
});
|
|
|
|
};
|
|
|
|
|
|
|
|
spawn_trigger(
|
|
|
|
-BUTTONS_X,
|
|
|
|
BUTTONS_Y + 145.,
|
|
|
|
GamepadButtonType::LeftTrigger2,
|
|
|
|
);
|
|
|
|
spawn_trigger(
|
|
|
|
BUTTONS_X,
|
|
|
|
BUTTONS_Y + 145.,
|
|
|
|
GamepadButtonType::RightTrigger2,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_connected(mut commands: Commands, font: Res<FontHandle>) {
|
|
|
|
let style = TextStyle {
|
|
|
|
color: TEXT_COLOR,
|
|
|
|
font_size: 30.,
|
|
|
|
font: font.clone(),
|
|
|
|
};
|
|
|
|
commands.spawn((
|
|
|
|
TextBundle::from_sections([
|
|
|
|
TextSection {
|
2022-10-24 14:33:50 +00:00
|
|
|
value: "Connected Gamepads:\n".to_string(),
|
2022-09-24 13:21:01 +00:00
|
|
|
style: style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: "None".to_string(),
|
|
|
|
style,
|
|
|
|
},
|
|
|
|
]),
|
|
|
|
ConnectedGamepadsText,
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_buttons(
|
|
|
|
gamepads: Res<Gamepads>,
|
|
|
|
button_inputs: Res<Input<GamepadButton>>,
|
|
|
|
materials: Res<ButtonMaterials>,
|
|
|
|
mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
|
|
|
|
) {
|
|
|
|
for gamepad in gamepads.iter() {
|
|
|
|
for (mut handle, react_to) in query.iter_mut() {
|
|
|
|
if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
|
|
|
|
*handle = materials.active.clone();
|
|
|
|
}
|
|
|
|
if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
|
|
|
|
*handle = materials.normal.clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_button_values(
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
mut events: EventReader<GamepadButtonChangedEvent>,
|
2022-09-24 13:21:01 +00:00
|
|
|
mut query: Query<(&mut Text, &TextWithButtonValue)>,
|
|
|
|
) {
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
for button_event in events.iter() {
|
|
|
|
for (mut text, text_with_button_value) in query.iter_mut() {
|
|
|
|
if button_event.button_type == **text_with_button_value {
|
|
|
|
text.sections[0].value = format!("{:.3}", button_event.value);
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_axes(
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
mut axis_events: EventReader<GamepadAxisChangedEvent>,
|
2022-09-24 13:21:01 +00:00
|
|
|
mut query: Query<(&mut Transform, &MoveWithAxes)>,
|
|
|
|
mut text_query: Query<(&mut Text, &TextWithAxes)>,
|
|
|
|
) {
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
for axis_event in axis_events.iter() {
|
|
|
|
let axis_type = axis_event.axis_type;
|
|
|
|
let value = axis_event.value;
|
|
|
|
for (mut transform, move_with) in query.iter_mut() {
|
|
|
|
if axis_type == move_with.x_axis {
|
|
|
|
transform.translation.x = value * move_with.scale;
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
if axis_type == move_with.y_axis {
|
|
|
|
transform.translation.y = value * move_with.scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (mut text, text_with_axes) in text_query.iter_mut() {
|
|
|
|
if axis_type == text_with_axes.x_axis {
|
|
|
|
text.sections[0].value = format!("{value:.3}");
|
|
|
|
}
|
|
|
|
if axis_type == text_with_axes.y_axis {
|
|
|
|
text.sections[2].value = format!("{value:.3}");
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_connected(
|
|
|
|
gamepads: Res<Gamepads>,
|
|
|
|
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
|
|
|
|
) {
|
|
|
|
if !gamepads.is_changed() {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut text = query.single_mut();
|
|
|
|
|
|
|
|
let formatted = gamepads
|
|
|
|
.iter()
|
2022-10-24 14:33:50 +00:00
|
|
|
.map(|g| format!("- {}", gamepads.name(g).unwrap()))
|
2022-09-24 13:21:01 +00:00
|
|
|
.collect::<Vec<_>>()
|
|
|
|
.join("\n");
|
|
|
|
|
|
|
|
text.sections[1].value = if !formatted.is_empty() {
|
|
|
|
formatted
|
|
|
|
} else {
|
|
|
|
"None".to_string()
|
|
|
|
}
|
|
|
|
}
|