2020-10-21 17:27:00 +00:00
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use crate::{Axis, Input};
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2022-03-01 19:33:56 +00:00
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use bevy_ecs::event::{EventReader, EventWriter};
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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use bevy_ecs::system::{Res, ResMut, Resource};
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2021-12-08 20:28:08 +00:00
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use bevy_utils::{tracing::info, HashMap, HashSet};
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2020-10-21 17:27:00 +00:00
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2022-08-05 02:28:07 +00:00
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/// A gamepad with an associated `ID`.
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///
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/// ## Usage
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///
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/// The primary way to access the individual connected gamepads is done through the [`Gamepads`]
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/// `bevy` resource. It is also used inside of [`GamepadEvent`]s and [`GamepadEventRaw`]s to distinguish
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/// which gamepad an event corresponds to.
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///
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/// ## Note
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///
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/// The `ID` of a gamepad is fixed until the gamepad disconnects or the app is restarted.
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2020-09-18 21:43:47 +00:00
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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2020-10-01 17:54:20 +00:00
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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2022-05-02 13:20:55 +00:00
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pub struct Gamepad {
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2022-08-05 02:28:07 +00:00
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/// The `ID` of the gamepad.
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2022-05-02 13:20:55 +00:00
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pub id: usize,
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}
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impl Gamepad {
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2022-08-05 02:28:07 +00:00
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/// Creates a new [`Gamepad`].
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2022-05-02 13:20:55 +00:00
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pub fn new(id: usize) -> Self {
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Self { id }
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}
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}
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2020-09-18 21:43:47 +00:00
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2022-08-05 02:28:07 +00:00
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/// A collection of connected [`Gamepad`]s.
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2021-12-08 20:28:08 +00:00
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///
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2022-08-05 02:28:07 +00:00
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/// ## Usage
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///
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/// It is stored in a `bevy` resource which tracks all of the currently connected [`Gamepad`]s.
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///
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/// ## Updating
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///
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/// The [`Gamepad`]s are registered and deregistered in the [`gamepad_connection_system`]
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/// whenever a [`GamepadEventType::Connected`] or [`GamepadEventType::Disconnected`]
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/// event is received.
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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#[derive(Resource, Default, Debug)]
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2021-12-08 20:28:08 +00:00
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pub struct Gamepads {
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2022-08-05 02:28:07 +00:00
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/// The collection of the connected [`Gamepad`]s.
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2021-12-08 20:28:08 +00:00
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gamepads: HashSet<Gamepad>,
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}
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impl Gamepads {
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2022-08-05 02:28:07 +00:00
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/// Returns `true` if the `gamepad` is connected.
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2022-09-03 20:08:54 +00:00
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pub fn contains(&self, gamepad: Gamepad) -> bool {
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self.gamepads.contains(&gamepad)
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2021-12-08 20:28:08 +00:00
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}
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2022-09-03 20:08:54 +00:00
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/// Returns an iterator over registered [`Gamepad`]s in an arbitrary order.
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pub fn iter(&self) -> impl Iterator<Item = Gamepad> + '_ {
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self.gamepads.iter().copied()
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2021-12-08 20:28:08 +00:00
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}
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2022-09-03 20:08:54 +00:00
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/// Registers the `gamepad`, marking it as connected.
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2021-12-08 20:28:08 +00:00
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fn register(&mut self, gamepad: Gamepad) {
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self.gamepads.insert(gamepad);
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}
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2022-09-03 20:08:54 +00:00
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/// Deregisters the `gamepad`, marking it as disconnected.
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fn deregister(&mut self, gamepad: Gamepad) {
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self.gamepads.remove(&gamepad);
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2021-12-08 20:28:08 +00:00
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}
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}
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2022-08-05 02:28:07 +00:00
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/// The data contained in a [`GamepadEvent`] or [`GamepadEventRaw`].
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Derived `Copy` trait for `bevy_input` events, `Serialize`/`Deserialize` for events in `bevy_input` and `bevy_windows`, `PartialEq` for events in both, and `Eq` where possible in both. (#6023)
# Objective
Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.
## Solution
Added the traits to events in `bevy_input` and `bevy_windows`. Added dependency of `serde` in `Cargo.toml` of `bevy_input`.
## Migration Guide
If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that. Just remove `.clone()` to solve.
## Other Notes
Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
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#[derive(Debug, Clone, Copy, PartialEq)]
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2020-10-01 17:54:20 +00:00
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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2020-09-18 21:43:47 +00:00
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pub enum GamepadEventType {
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2022-08-05 02:28:07 +00:00
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/// A [`Gamepad`] has been connected.
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2020-09-18 21:43:47 +00:00
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Connected,
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2022-08-05 02:28:07 +00:00
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/// A [`Gamepad`] has been disconnected.
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2020-09-18 21:43:47 +00:00
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Disconnected,
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2022-08-05 02:28:07 +00:00
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/// The value of a [`Gamepad`] button has changed.
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2020-10-21 17:27:00 +00:00
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ButtonChanged(GamepadButtonType, f32),
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2022-08-05 02:28:07 +00:00
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/// The value of a [`Gamepad`] axis has changed.
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2020-10-21 17:27:00 +00:00
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AxisChanged(GamepadAxisType, f32),
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2020-09-18 21:43:47 +00:00
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}
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2022-08-05 02:28:07 +00:00
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/// An event of a [`Gamepad`].
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///
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/// This event is the translated version of the [`GamepadEventRaw`]. It is available to
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/// the end user and can be used for game logic.
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///
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/// ## Differences
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///
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/// The difference between the [`GamepadEventRaw`] and the [`GamepadEvent`] is that the
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/// former respects user defined [`GamepadSettings`] for the gamepad inputs when translating it
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/// to the latter. The former also updates the [`Input<GamepadButton>`], [`Axis<GamepadAxis>`],
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/// and [`Axis<GamepadButton>`] resources accordingly.
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///
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/// ## Gamepad input mocking
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///
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/// When mocking gamepad input, use [`GamepadEventRaw`]s instead of [`GamepadEvent`]s.
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/// Otherwise [`GamepadSettings`] won't be respected and the [`Input<GamepadButton>`],
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/// [`Axis<GamepadAxis>`], and [`Axis<GamepadButton>`] resources won't be updated correctly.
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///
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/// An example for gamepad input mocking can be seen in the documentation of the [`GamepadEventRaw`].
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Derived `Copy` trait for `bevy_input` events, `Serialize`/`Deserialize` for events in `bevy_input` and `bevy_windows`, `PartialEq` for events in both, and `Eq` where possible in both. (#6023)
# Objective
Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.
## Solution
Added the traits to events in `bevy_input` and `bevy_windows`. Added dependency of `serde` in `Cargo.toml` of `bevy_input`.
## Migration Guide
If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that. Just remove `.clone()` to solve.
## Other Notes
Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
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#[derive(Debug, Clone, Copy, PartialEq)]
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2020-10-01 17:54:20 +00:00
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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2022-05-02 13:20:55 +00:00
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pub struct GamepadEvent {
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2022-08-05 02:28:07 +00:00
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/// The gamepad this event corresponds to.
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2022-05-02 13:20:55 +00:00
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pub gamepad: Gamepad,
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2022-08-05 02:28:07 +00:00
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/// The type of the event.
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2022-05-02 13:20:55 +00:00
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pub event_type: GamepadEventType,
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}
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impl GamepadEvent {
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2022-08-05 02:28:07 +00:00
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/// Creates a new [`GamepadEvent`].
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2022-05-02 13:20:55 +00:00
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pub fn new(gamepad: Gamepad, event_type: GamepadEventType) -> Self {
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Self {
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gamepad,
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event_type,
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}
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}
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}
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2020-09-18 21:43:47 +00:00
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2022-08-05 02:28:07 +00:00
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/// A raw event of a [`Gamepad`].
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///
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/// This event is the translated version of the `EventType` from the `GilRs` crate.
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/// It is available to the end user and can be used for game logic.
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///
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/// ## Differences
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///
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/// The difference between the `EventType` from the `GilRs` crate and the [`GamepadEventRaw`]
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/// is that the latter has less events, because the button pressing logic is handled through the generic
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/// [`Input<T>`] instead of through events.
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///
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/// The difference between the [`GamepadEventRaw`] and the [`GamepadEvent`] can be seen in the documentation
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/// of the [`GamepadEvent`].
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///
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/// ## Gamepad input mocking
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///
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/// The following example showcases how to mock gamepad input by manually sending [`GamepadEventRaw`]s.
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///
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/// ```
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/// # use bevy_input::prelude::*;
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/// # use bevy_input::InputPlugin;
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/// # use bevy_input::gamepad::GamepadEventRaw;
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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/// #[derive(Resource)]
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/// struct MyResource(bool);
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///
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/// // This system sets the bool inside `MyResource` to `true` if the `South` button of the first gamepad is pressed.
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2022-08-05 02:28:07 +00:00
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/// fn change_resource_on_gamepad_button_press(
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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/// mut my_resource: ResMut<MyResource>,
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2022-08-05 02:28:07 +00:00
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/// gamepads: Res<Gamepads>,
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/// button_inputs: ResMut<Input<GamepadButton>>,
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/// ) {
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/// let gamepad = gamepads.iter().next().unwrap();
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2022-09-03 20:08:54 +00:00
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|
|
/// let gamepad_button= GamepadButton::new(gamepad, GamepadButtonType::South);
|
2022-08-05 02:28:07 +00:00
|
|
|
///
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
/// my_resource.0 = button_inputs.pressed(gamepad_button);
|
2022-08-05 02:28:07 +00:00
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|
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/// }
|
|
|
|
///
|
|
|
|
/// // Create our app.
|
|
|
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/// let mut app = App::new();
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|
|
|
///
|
|
|
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/// // Add the input plugin and the system/resource we want to test.
|
|
|
|
/// app.add_plugin(InputPlugin)
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
/// .insert_resource(MyResource(false))
|
2022-08-05 02:28:07 +00:00
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/// .add_system(change_resource_on_gamepad_button_press);
|
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///
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/// // Define our dummy gamepad input data.
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/// let gamepad = Gamepad::new(0);
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/// let button_type = GamepadButtonType::South;
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///
|
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/// // Send the gamepad connected event to mark our gamepad as connected.
|
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/// // This updates the `Gamepads` resource accordingly.
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/// app.world.send_event(GamepadEventRaw::new(gamepad, GamepadEventType::Connected));
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///
|
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/// // Send the gamepad input event to mark the `South` gamepad button as pressed.
|
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/// // This updates the `Input<GamepadButton>` resource accordingly.
|
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|
/// app.world.send_event(GamepadEventRaw::new(
|
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/// gamepad,
|
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/// GamepadEventType::ButtonChanged(button_type, 1.0)
|
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/// ));
|
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///
|
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/// // Advance the execution of the schedule by a single cycle.
|
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|
/// app.update();
|
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|
///
|
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|
/// // At this point you can check if your game logic corresponded correctly to the gamepad input.
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
/// // In this example we are checking if the bool in `MyResource` was updated from `false` to `true`.
|
|
|
|
/// assert!(app.world.resource::<MyResource>().0);
|
2022-08-05 02:28:07 +00:00
|
|
|
///
|
|
|
|
/// // Send the gamepad input event to mark the `South` gamepad button as released.
|
|
|
|
/// // This updates the `Input<GamepadButton>` resource accordingly.
|
|
|
|
/// app.world.send_event(GamepadEventRaw::new(
|
|
|
|
/// gamepad,
|
|
|
|
/// GamepadEventType::ButtonChanged(button_type, 0.0)
|
|
|
|
/// ));
|
|
|
|
///
|
|
|
|
/// // Advance the execution of the schedule by another cycle.
|
|
|
|
/// app.update();
|
|
|
|
///
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
/// // Check if the bool in `MyResource` was updated from `true` to `false`.
|
|
|
|
/// assert!(!app.world.resource::<MyResource>().0);
|
2022-08-05 02:28:07 +00:00
|
|
|
/// #
|
|
|
|
/// # bevy_ecs::system::assert_is_system(change_resource_on_gamepad_button_press);
|
|
|
|
/// ```
|
Derived `Copy` trait for `bevy_input` events, `Serialize`/`Deserialize` for events in `bevy_input` and `bevy_windows`, `PartialEq` for events in both, and `Eq` where possible in both. (#6023)
# Objective
Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.
## Solution
Added the traits to events in `bevy_input` and `bevy_windows`. Added dependency of `serde` in `Cargo.toml` of `bevy_input`.
## Migration Guide
If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that. Just remove `.clone()` to solve.
## Other Notes
Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
|
|
|
#[derive(Debug, Clone, Copy, PartialEq)]
|
2020-10-21 22:56:07 +00:00
|
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
2022-05-02 13:20:55 +00:00
|
|
|
pub struct GamepadEventRaw {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The gamepad this event corresponds to.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub gamepad: Gamepad,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The type of the event.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub event_type: GamepadEventType,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl GamepadEventRaw {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Creates a new [`GamepadEventRaw`].
|
2022-05-02 13:20:55 +00:00
|
|
|
pub fn new(gamepad: Gamepad, event_type: GamepadEventType) -> Self {
|
|
|
|
Self {
|
|
|
|
gamepad,
|
|
|
|
event_type,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-10-21 22:56:07 +00:00
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// A type of a [`GamepadButton`].
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// This is used to determine which button has changed its value when receiving a
|
|
|
|
/// [`GamepadEventType::ButtonChanged`]. It is also used in the [`GamepadButton`]
|
|
|
|
/// which in turn is used to create the [`Input<GamepadButton>`] or
|
|
|
|
/// [`Axis<GamepadButton>`] `bevy` resources.
|
2020-09-18 21:43:47 +00:00
|
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
2020-10-01 17:54:20 +00:00
|
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
2020-09-18 21:43:47 +00:00
|
|
|
pub enum GamepadButtonType {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The bottom action button of the action pad (i.e. PS: Cross, Xbox: A).
|
2020-09-18 21:43:47 +00:00
|
|
|
South,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The right action button of the action pad (i.e. PS: Circle, Xbox: B).
|
2020-09-18 21:43:47 +00:00
|
|
|
East,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The upper action button of the action pad (i.e. PS: Triangle, Xbox: Y).
|
2020-09-18 21:43:47 +00:00
|
|
|
North,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The left action button of the action pad (i.e. PS: Square, Xbox: X).
|
2020-09-18 21:43:47 +00:00
|
|
|
West,
|
2022-08-05 02:28:07 +00:00
|
|
|
|
|
|
|
/// The C button.
|
2020-09-18 21:43:47 +00:00
|
|
|
C,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The Z button.
|
2020-09-18 21:43:47 +00:00
|
|
|
Z,
|
2022-08-05 02:28:07 +00:00
|
|
|
|
|
|
|
/// The first left trigger.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftTrigger,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The second left trigger.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftTrigger2,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The first right trigger.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightTrigger,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The second right trigger.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightTrigger2,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The select button.
|
2020-09-18 21:43:47 +00:00
|
|
|
Select,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The start button.
|
2020-09-18 21:43:47 +00:00
|
|
|
Start,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The mode button.
|
2020-09-18 21:43:47 +00:00
|
|
|
Mode,
|
2022-08-05 02:28:07 +00:00
|
|
|
|
|
|
|
/// The left thumb stick button.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftThumb,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The right thumb stick button.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightThumb,
|
2022-08-05 02:28:07 +00:00
|
|
|
|
|
|
|
/// The up button of the D-Pad.
|
2020-09-18 21:43:47 +00:00
|
|
|
DPadUp,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The down button of the D-Pad.
|
2020-09-18 21:43:47 +00:00
|
|
|
DPadDown,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The left button of the D-Pad.
|
2020-09-18 21:43:47 +00:00
|
|
|
DPadLeft,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The right button of the D-Pad.
|
2020-09-18 21:43:47 +00:00
|
|
|
DPadRight,
|
2022-09-02 02:16:18 +00:00
|
|
|
|
|
|
|
/// Miscellaneous buttons, considered non-standard (i.e. Extra buttons on a flight stick that do not have a gamepad equivalent).
|
|
|
|
Other(u8),
|
2020-09-18 21:43:47 +00:00
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// A button of a [`Gamepad`].
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// It is used as the generic `T` value of an [`Input`] and [`Axis`] to create `bevy` resources. These
|
|
|
|
/// resources store the data of the buttons and axes of a gamepad and can be accessed inside of a system.
|
|
|
|
///
|
|
|
|
/// ## Updating
|
|
|
|
///
|
|
|
|
/// The resources are updated inside of the [`gamepad_event_system`].
|
2020-09-18 21:43:47 +00:00
|
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
2020-10-01 17:54:20 +00:00
|
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
2022-05-02 13:20:55 +00:00
|
|
|
pub struct GamepadButton {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The gamepad on which the button is located on.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub gamepad: Gamepad,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The type of the button.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub button_type: GamepadButtonType,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl GamepadButton {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Creates a new [`GamepadButton`].
|
|
|
|
///
|
|
|
|
/// # Examples
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_input::gamepad::{GamepadButton, GamepadButtonType, Gamepad};
|
|
|
|
/// #
|
|
|
|
/// let gamepad_button = GamepadButton::new(
|
|
|
|
/// Gamepad::new(1),
|
|
|
|
/// GamepadButtonType::South,
|
|
|
|
/// );
|
|
|
|
/// ```
|
2022-05-02 13:20:55 +00:00
|
|
|
pub fn new(gamepad: Gamepad, button_type: GamepadButtonType) -> Self {
|
|
|
|
Self {
|
|
|
|
gamepad,
|
|
|
|
button_type,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-09-18 21:43:47 +00:00
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// A type of a [`GamepadAxis`].
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// This is used to determine which axis has changed its value when receiving a
|
|
|
|
/// [`GamepadEventType::AxisChanged`]. It is also used in the [`GamepadAxis`]
|
|
|
|
/// which in turn is used to create the [`Axis<GamepadAxis>`] `bevy` resource.
|
2020-09-18 21:43:47 +00:00
|
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
2020-10-01 17:54:20 +00:00
|
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
2020-09-18 21:43:47 +00:00
|
|
|
pub enum GamepadAxisType {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The horizontal value of the left stick.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftStickX,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The vertical value of the left stick.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftStickY,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The value of the left `Z` button.
|
2020-09-18 21:43:47 +00:00
|
|
|
LeftZ,
|
2022-08-05 02:28:07 +00:00
|
|
|
|
|
|
|
/// The horizontal value of the right stick.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightStickX,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The vertical value of the right stick.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightStickY,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The value of the right `Z` button.
|
2020-09-18 21:43:47 +00:00
|
|
|
RightZ,
|
2022-09-02 02:16:18 +00:00
|
|
|
|
|
|
|
/// Non-standard support for other axis types (i.e. HOTAS sliders, potentiometers, etc).
|
|
|
|
Other(u8),
|
2020-09-18 21:43:47 +00:00
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// An axis of a [`Gamepad`].
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// It is used as the generic `T` value of an [`Axis`] to create a `bevy` resource. This resource
|
|
|
|
/// stores the data of the axes of a gamepad and can be accessed inside of a system.
|
|
|
|
///
|
|
|
|
/// ## Updating
|
|
|
|
///
|
|
|
|
/// The resource is updated inside of the [`gamepad_event_system`].
|
2020-09-18 21:43:47 +00:00
|
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
2020-10-01 17:54:20 +00:00
|
|
|
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
|
2022-05-02 13:20:55 +00:00
|
|
|
pub struct GamepadAxis {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The gamepad on which the axis is located on.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub gamepad: Gamepad,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The type of the axis.
|
2022-05-02 13:20:55 +00:00
|
|
|
pub axis_type: GamepadAxisType,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl GamepadAxis {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Creates a new [`GamepadAxis`].
|
|
|
|
///
|
|
|
|
/// # Examples
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_input::gamepad::{GamepadAxis, GamepadAxisType, Gamepad};
|
|
|
|
/// #
|
|
|
|
/// let gamepad_axis = GamepadAxis::new(
|
|
|
|
/// Gamepad::new(1),
|
|
|
|
/// GamepadAxisType::LeftStickX,
|
|
|
|
/// );
|
|
|
|
/// ```
|
2022-05-02 13:20:55 +00:00
|
|
|
pub fn new(gamepad: Gamepad, axis_type: GamepadAxisType) -> Self {
|
|
|
|
Self { gamepad, axis_type }
|
|
|
|
}
|
|
|
|
}
|
2020-10-21 17:27:00 +00:00
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Settings for all [`Gamepad`]s.
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// It is used to create a `bevy` resource that stores the settings of every [`GamepadButton`] and
|
|
|
|
/// [`GamepadAxis`]. If no user defined [`ButtonSettings`], [`AxisSettings`], or [`ButtonAxisSettings`]
|
|
|
|
/// are defined, the default settings of each are used as a fallback accordingly.
|
|
|
|
///
|
|
|
|
/// ## Note
|
|
|
|
///
|
|
|
|
/// The [`GamepadSettings`] are used inside of the [`gamepad_event_system`], but are never written to
|
|
|
|
/// inside of `bevy`. To modify these settings, mutate the corresponding resource.
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
#[derive(Resource, Default, Debug)]
|
2020-10-21 22:56:07 +00:00
|
|
|
pub struct GamepadSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The default button settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub default_button_settings: ButtonSettings,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The default axis settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub default_axis_settings: AxisSettings,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The default button axis settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub default_button_axis_settings: ButtonAxisSettings,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The user defined button settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub button_settings: HashMap<GamepadButton, ButtonSettings>,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The user defined axis settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub axis_settings: HashMap<GamepadAxis, AxisSettings>,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The user defined button axis settings.
|
2020-10-21 22:56:07 +00:00
|
|
|
pub button_axis_settings: HashMap<GamepadButton, ButtonAxisSettings>,
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl GamepadSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Returns the [`ButtonSettings`] of the `button`.
|
|
|
|
///
|
|
|
|
/// If no user defined [`ButtonSettings`] are specified the default [`ButtonSettings`] get returned.
|
|
|
|
///
|
|
|
|
/// # Examples
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_input::gamepad::{GamepadSettings, GamepadButton, Gamepad, GamepadButtonType};
|
|
|
|
/// #
|
|
|
|
/// # let settings = GamepadSettings::default();
|
|
|
|
/// let button = GamepadButton::new(Gamepad::new(1), GamepadButtonType::South);
|
|
|
|
/// let button_settings = settings.get_button_settings(button);
|
|
|
|
/// ```
|
2020-10-21 22:56:07 +00:00
|
|
|
pub fn get_button_settings(&self, button: GamepadButton) -> &ButtonSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
self.button_settings
|
|
|
|
.get(&button)
|
2020-10-21 22:56:07 +00:00
|
|
|
.unwrap_or(&self.default_button_settings)
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Returns the [`AxisSettings`] of the `axis`.
|
|
|
|
///
|
|
|
|
/// If no user defined [`AxisSettings`] are specified the default [`AxisSettings`] get returned.
|
|
|
|
///
|
|
|
|
/// # Examples
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_input::gamepad::{GamepadSettings, GamepadAxis, Gamepad, GamepadAxisType};
|
|
|
|
/// #
|
|
|
|
/// # let settings = GamepadSettings::default();
|
|
|
|
/// let axis = GamepadAxis::new(Gamepad::new(1), GamepadAxisType::LeftStickX);
|
|
|
|
/// let axis_settings = settings.get_axis_settings(axis);
|
|
|
|
/// ```
|
2020-10-21 22:56:07 +00:00
|
|
|
pub fn get_axis_settings(&self, axis: GamepadAxis) -> &AxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
self.axis_settings
|
|
|
|
.get(&axis)
|
2020-10-21 22:56:07 +00:00
|
|
|
.unwrap_or(&self.default_axis_settings)
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Returns the [`ButtonAxisSettings`] of the `button`.
|
|
|
|
///
|
|
|
|
/// If no user defined [`ButtonAxisSettings`] are specified the default [`ButtonAxisSettings`] get returned.
|
|
|
|
///
|
|
|
|
/// # Examples
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_input::gamepad::{GamepadSettings, GamepadButton, Gamepad, GamepadButtonType};
|
|
|
|
/// #
|
|
|
|
/// # let settings = GamepadSettings::default();
|
|
|
|
/// let button = GamepadButton::new(Gamepad::new(1), GamepadButtonType::South);
|
|
|
|
/// let button_axis_settings = settings.get_button_axis_settings(button);
|
|
|
|
/// ```
|
2020-10-21 22:56:07 +00:00
|
|
|
pub fn get_button_axis_settings(&self, button: GamepadButton) -> &ButtonAxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
self.button_axis_settings
|
|
|
|
.get(&button)
|
2020-10-21 22:56:07 +00:00
|
|
|
.unwrap_or(&self.default_button_axis_settings)
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Settings for a [`GamepadButton`].
|
|
|
|
///
|
|
|
|
/// ## Usage
|
|
|
|
///
|
|
|
|
/// It is used inside of the [`GamepadSettings`] to define the threshold for a gamepad button
|
|
|
|
/// to be considered pressed or released. A button is considered pressed if the `press`
|
|
|
|
/// value is surpassed and released if the `release` value is undercut.
|
|
|
|
///
|
|
|
|
/// ## Updating
|
|
|
|
///
|
|
|
|
/// The current value of a button is received through the [`GamepadEvent`]s or [`GamepadEventRaw`]s.
|
2020-10-21 17:27:00 +00:00
|
|
|
#[derive(Debug, Clone)]
|
2020-10-21 22:56:07 +00:00
|
|
|
pub struct ButtonSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The threshold for the button to be considered as pressed.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub press: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The threshold for the button to be considered as released.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub release: f32,
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl Default for ButtonSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
fn default() -> Self {
|
2020-10-21 22:56:07 +00:00
|
|
|
ButtonSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
press: 0.75,
|
|
|
|
release: 0.65,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl ButtonSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Returns `true` if the button is pressed.
|
|
|
|
///
|
|
|
|
/// A button is considered pressed if the `value` passed is greater than or equal to the `press` threshold.
|
2020-10-21 17:27:00 +00:00
|
|
|
fn is_pressed(&self, value: f32) -> bool {
|
|
|
|
value >= self.press
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Returns `true` if the button is released.
|
|
|
|
///
|
|
|
|
/// A button is considered released if the `value` passed is lower than or equal to the `release` threshold.
|
2020-10-21 17:27:00 +00:00
|
|
|
fn is_released(&self, value: f32) -> bool {
|
|
|
|
value <= self.release
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Settings for a [`GamepadAxis`].
|
|
|
|
///
|
|
|
|
/// It is used inside of the [`GamepadSettings`] to define the sensitivity range and
|
|
|
|
/// threshold for an axis.
|
2021-12-18 20:00:18 +00:00
|
|
|
///
|
2022-08-05 02:28:07 +00:00
|
|
|
/// ## Logic
|
|
|
|
///
|
|
|
|
/// - Values that are in-between `negative_low` and `positive_low` will be rounded to 0.0.
|
|
|
|
/// - Values that are higher than or equal to `positive_high` will be rounded to 1.0.
|
|
|
|
/// - Values that are lower than or equal to `negative_high` will be rounded to -1.0.
|
|
|
|
/// - Otherwise, values will not be rounded.
|
2021-12-18 20:00:18 +00:00
|
|
|
///
|
|
|
|
/// The valid range is from -1.0 to 1.0, inclusive.
|
2022-08-05 02:28:07 +00:00
|
|
|
///
|
|
|
|
/// ## Updating
|
|
|
|
///
|
|
|
|
/// The current value of an axis is received through the [`GamepadEvent`]s or [`GamepadEventRaw`]s.
|
2020-10-21 17:27:00 +00:00
|
|
|
#[derive(Debug, Clone)]
|
2020-10-21 22:56:07 +00:00
|
|
|
pub struct AxisSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The positive high value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub positive_high: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The positive low value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub positive_low: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The negative high value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub negative_high: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The negative low value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub negative_low: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The threshold defining the minimum difference between the old and new values to apply the changes.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub threshold: f32,
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl Default for AxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
fn default() -> Self {
|
2020-10-21 22:56:07 +00:00
|
|
|
AxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
positive_high: 0.95,
|
|
|
|
positive_low: 0.05,
|
|
|
|
negative_high: -0.95,
|
|
|
|
negative_low: -0.05,
|
|
|
|
threshold: 0.01,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl AxisSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Filters the `new_value` according to the specified settings.
|
|
|
|
///
|
|
|
|
/// If the `new_value` is:
|
|
|
|
/// - in-between `negative_low` and `positive_low` it will be rounded to 0.0.
|
|
|
|
/// - higher than or equal to `positive_high` it will be rounded to 1.0.
|
|
|
|
/// - lower than or equal to `negative_high` it will be rounded to -1.0.
|
|
|
|
/// - Otherwise it will not be rounded.
|
|
|
|
///
|
|
|
|
/// If the difference between the calculated value and the `old_value` is lower or
|
|
|
|
/// equal to the `threshold`, [`None`] will be returned.
|
2020-10-29 20:55:35 +00:00
|
|
|
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
|
2021-01-07 20:35:40 +00:00
|
|
|
let new_value = if new_value <= self.positive_low && new_value >= self.negative_low {
|
|
|
|
0.0
|
|
|
|
} else if new_value >= self.positive_high {
|
|
|
|
1.0
|
|
|
|
} else if new_value <= self.negative_high {
|
|
|
|
-1.0
|
|
|
|
} else {
|
|
|
|
new_value
|
|
|
|
};
|
|
|
|
|
2020-10-21 17:27:00 +00:00
|
|
|
if let Some(old_value) = old_value {
|
|
|
|
if (new_value - old_value).abs() <= self.threshold {
|
2020-10-29 20:55:35 +00:00
|
|
|
return None;
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
2021-01-07 20:35:40 +00:00
|
|
|
|
2020-10-29 20:55:35 +00:00
|
|
|
Some(new_value)
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Settings for a [`GamepadButton`].
|
|
|
|
///
|
|
|
|
/// It is used inside of the [`GamepadSettings`] to define the sensitivity range and
|
|
|
|
/// threshold for a button axis.
|
|
|
|
///
|
|
|
|
/// ## Logic
|
|
|
|
///
|
|
|
|
/// - Values that are higher than or equal to `high` will be rounded to 1.0.
|
|
|
|
/// - Values that are lower than or equal to `low` will be rounded to 0.0.
|
|
|
|
/// - Otherwise, values will not be rounded.
|
|
|
|
///
|
|
|
|
/// The valid range is from 0.0 to 1.0, inclusive.
|
|
|
|
///
|
|
|
|
/// ## Updating
|
|
|
|
///
|
|
|
|
/// The current value of a button is received through the [`GamepadEvent`]s or [`GamepadEventRaw`]s.
|
2020-10-21 17:27:00 +00:00
|
|
|
#[derive(Debug, Clone)]
|
2020-10-21 22:56:07 +00:00
|
|
|
pub struct ButtonAxisSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The high value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub high: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The low value at which to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub low: f32,
|
2022-08-05 02:28:07 +00:00
|
|
|
/// The threshold to apply rounding.
|
2020-10-21 17:27:00 +00:00
|
|
|
pub threshold: f32,
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl Default for ButtonAxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
fn default() -> Self {
|
2020-10-21 22:56:07 +00:00
|
|
|
ButtonAxisSettings {
|
2020-10-21 17:27:00 +00:00
|
|
|
high: 0.95,
|
|
|
|
low: 0.05,
|
|
|
|
threshold: 0.01,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
impl ButtonAxisSettings {
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Filters the `new_value` according to the specified settings.
|
|
|
|
///
|
|
|
|
/// If the `new_value` is:
|
|
|
|
/// - lower than or equal to `low` it will be rounded to 0.0.
|
|
|
|
/// - higher than or equal to `high` it will be rounded to 1.0.
|
|
|
|
/// - Otherwise it will not be rounded.
|
|
|
|
///
|
|
|
|
/// If the difference between the calculated value and the `old_value` is lower or
|
|
|
|
/// equal to the `threshold`, [`None`] will be returned.
|
2020-10-29 20:55:35 +00:00
|
|
|
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
|
2021-12-08 01:12:49 +00:00
|
|
|
let new_value = if new_value <= self.low {
|
|
|
|
0.0
|
|
|
|
} else if new_value >= self.high {
|
|
|
|
1.0
|
|
|
|
} else {
|
|
|
|
new_value
|
|
|
|
};
|
|
|
|
|
2020-10-21 17:27:00 +00:00
|
|
|
if let Some(old_value) = old_value {
|
|
|
|
if (new_value - old_value).abs() <= self.threshold {
|
2020-10-29 20:55:35 +00:00
|
|
|
return None;
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
2021-12-08 01:12:49 +00:00
|
|
|
|
2020-10-29 20:55:35 +00:00
|
|
|
Some(new_value)
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Monitors gamepad connection and disconnection events and updates the [`Gamepads`] resource accordingly.
|
2021-12-08 20:28:08 +00:00
|
|
|
///
|
2022-08-05 02:28:07 +00:00
|
|
|
/// ## Note
|
|
|
|
///
|
|
|
|
/// Whenever a [`Gamepad`] connects or disconnects, an information gets printed to the console using the [`info!`] macro.
|
2021-12-08 20:28:08 +00:00
|
|
|
pub fn gamepad_connection_system(
|
|
|
|
mut gamepads: ResMut<Gamepads>,
|
|
|
|
mut gamepad_event: EventReader<GamepadEvent>,
|
|
|
|
) {
|
|
|
|
for event in gamepad_event.iter() {
|
2022-05-02 13:20:55 +00:00
|
|
|
match event.event_type {
|
|
|
|
GamepadEventType::Connected => {
|
|
|
|
gamepads.register(event.gamepad);
|
|
|
|
info!("{:?} Connected", event.gamepad);
|
2021-12-08 20:28:08 +00:00
|
|
|
}
|
2022-05-02 13:20:55 +00:00
|
|
|
GamepadEventType::Disconnected => {
|
2022-09-03 20:08:54 +00:00
|
|
|
gamepads.deregister(event.gamepad);
|
2022-05-02 13:20:55 +00:00
|
|
|
info!("{:?} Disconnected", event.gamepad);
|
2021-12-08 20:28:08 +00:00
|
|
|
}
|
|
|
|
_ => (),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// Modifies the gamepad resources and sends out gamepad events.
|
|
|
|
///
|
|
|
|
/// The resources [`Input<GamepadButton>`], [`Axis<GamepadAxis>`], and [`Axis<GamepadButton>`] are updated
|
|
|
|
/// and the [`GamepadEvent`]s are sent according to the received [`GamepadEventRaw`]s respecting the [`GamepadSettings`].
|
|
|
|
///
|
|
|
|
/// ## Differences
|
|
|
|
///
|
|
|
|
/// The main difference between the events and the resources is that the latter allows you to check specific
|
|
|
|
/// buttons or axes, rather than reading the events one at a time. This is done through convenient functions
|
|
|
|
/// like [`Input::pressed`], [`Input::just_pressed`], [`Input::just_released`], and [`Axis::get`].
|
2020-10-21 17:27:00 +00:00
|
|
|
pub fn gamepad_event_system(
|
|
|
|
mut button_input: ResMut<Input<GamepadButton>>,
|
|
|
|
mut axis: ResMut<Axis<GamepadAxis>>,
|
|
|
|
mut button_axis: ResMut<Axis<GamepadButton>>,
|
2021-01-19 06:23:30 +00:00
|
|
|
mut raw_events: EventReader<GamepadEventRaw>,
|
2021-03-07 20:42:04 +00:00
|
|
|
mut events: EventWriter<GamepadEvent>,
|
2020-10-21 22:56:07 +00:00
|
|
|
settings: Res<GamepadSettings>,
|
2020-10-21 17:27:00 +00:00
|
|
|
) {
|
2021-04-13 03:13:48 +00:00
|
|
|
button_input.clear();
|
2021-01-19 06:23:30 +00:00
|
|
|
for event in raw_events.iter() {
|
2022-05-02 13:20:55 +00:00
|
|
|
match event.event_type {
|
2020-10-21 17:27:00 +00:00
|
|
|
GamepadEventType::Connected => {
|
Derived `Copy` trait for `bevy_input` events, `Serialize`/`Deserialize` for events in `bevy_input` and `bevy_windows`, `PartialEq` for events in both, and `Eq` where possible in both. (#6023)
# Objective
Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.
## Solution
Added the traits to events in `bevy_input` and `bevy_windows`. Added dependency of `serde` in `Cargo.toml` of `bevy_input`.
## Migration Guide
If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that. Just remove `.clone()` to solve.
## Other Notes
Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
|
|
|
events.send(GamepadEvent::new(event.gamepad, event.event_type));
|
2022-02-13 22:33:55 +00:00
|
|
|
for button_type in &ALL_BUTTON_TYPES {
|
2022-05-02 13:20:55 +00:00
|
|
|
let gamepad_button = GamepadButton::new(event.gamepad, *button_type);
|
2020-10-21 17:27:00 +00:00
|
|
|
button_input.reset(gamepad_button);
|
|
|
|
button_axis.set(gamepad_button, 0.0);
|
|
|
|
}
|
2022-02-13 22:33:55 +00:00
|
|
|
for axis_type in &ALL_AXIS_TYPES {
|
2022-05-02 13:20:55 +00:00
|
|
|
axis.set(GamepadAxis::new(event.gamepad, *axis_type), 0.0);
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
GamepadEventType::Disconnected => {
|
Derived `Copy` trait for `bevy_input` events, `Serialize`/`Deserialize` for events in `bevy_input` and `bevy_windows`, `PartialEq` for events in both, and `Eq` where possible in both. (#6023)
# Objective
Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.
## Solution
Added the traits to events in `bevy_input` and `bevy_windows`. Added dependency of `serde` in `Cargo.toml` of `bevy_input`.
## Migration Guide
If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that. Just remove `.clone()` to solve.
## Other Notes
Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
|
|
|
events.send(GamepadEvent::new(event.gamepad, event.event_type));
|
2022-02-13 22:33:55 +00:00
|
|
|
for button_type in &ALL_BUTTON_TYPES {
|
2022-05-02 13:20:55 +00:00
|
|
|
let gamepad_button = GamepadButton::new(event.gamepad, *button_type);
|
2020-10-21 17:27:00 +00:00
|
|
|
button_input.reset(gamepad_button);
|
|
|
|
button_axis.remove(gamepad_button);
|
|
|
|
}
|
2022-02-13 22:33:55 +00:00
|
|
|
for axis_type in &ALL_AXIS_TYPES {
|
2022-05-02 13:20:55 +00:00
|
|
|
axis.remove(GamepadAxis::new(event.gamepad, *axis_type));
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
GamepadEventType::AxisChanged(axis_type, value) => {
|
2022-05-02 13:20:55 +00:00
|
|
|
let gamepad_axis = GamepadAxis::new(event.gamepad, axis_type);
|
2020-10-29 20:55:35 +00:00
|
|
|
if let Some(filtered_value) = settings
|
2020-10-21 22:56:07 +00:00
|
|
|
.get_axis_settings(gamepad_axis)
|
2022-05-02 13:20:55 +00:00
|
|
|
.filter(value, axis.get(gamepad_axis))
|
2020-10-29 20:55:35 +00:00
|
|
|
{
|
|
|
|
axis.set(gamepad_axis, filtered_value);
|
2022-05-02 13:20:55 +00:00
|
|
|
events.send(GamepadEvent::new(
|
|
|
|
event.gamepad,
|
|
|
|
GamepadEventType::AxisChanged(axis_type, filtered_value),
|
2022-02-13 22:33:55 +00:00
|
|
|
));
|
2020-10-21 22:56:07 +00:00
|
|
|
}
|
2020-10-21 17:27:00 +00:00
|
|
|
}
|
|
|
|
GamepadEventType::ButtonChanged(button_type, value) => {
|
2022-05-02 13:20:55 +00:00
|
|
|
let gamepad_button = GamepadButton::new(event.gamepad, button_type);
|
2020-10-29 20:55:35 +00:00
|
|
|
if let Some(filtered_value) = settings
|
2020-10-21 22:56:07 +00:00
|
|
|
.get_button_axis_settings(gamepad_button)
|
2022-05-02 13:20:55 +00:00
|
|
|
.filter(value, button_axis.get(gamepad_button))
|
2020-10-29 20:55:35 +00:00
|
|
|
{
|
|
|
|
button_axis.set(gamepad_button, filtered_value);
|
2022-05-02 13:20:55 +00:00
|
|
|
events.send(GamepadEvent::new(
|
|
|
|
event.gamepad,
|
|
|
|
GamepadEventType::ButtonChanged(button_type, filtered_value),
|
2022-02-13 22:33:55 +00:00
|
|
|
));
|
2020-10-29 20:55:35 +00:00
|
|
|
}
|
2020-10-21 17:27:00 +00:00
|
|
|
|
2020-10-21 22:56:07 +00:00
|
|
|
let button_property = settings.get_button_settings(gamepad_button);
|
2020-10-21 17:27:00 +00:00
|
|
|
if button_input.pressed(gamepad_button) {
|
2022-05-02 13:20:55 +00:00
|
|
|
if button_property.is_released(value) {
|
2020-10-21 17:27:00 +00:00
|
|
|
button_input.release(gamepad_button);
|
|
|
|
}
|
2022-05-02 13:20:55 +00:00
|
|
|
} else if button_property.is_pressed(value) {
|
2020-10-21 17:27:00 +00:00
|
|
|
button_input.press(gamepad_button);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// An array of every [`GamepadButtonType`] variant.
|
2020-10-21 17:27:00 +00:00
|
|
|
const ALL_BUTTON_TYPES: [GamepadButtonType; 19] = [
|
|
|
|
GamepadButtonType::South,
|
|
|
|
GamepadButtonType::East,
|
|
|
|
GamepadButtonType::North,
|
|
|
|
GamepadButtonType::West,
|
|
|
|
GamepadButtonType::C,
|
|
|
|
GamepadButtonType::Z,
|
|
|
|
GamepadButtonType::LeftTrigger,
|
|
|
|
GamepadButtonType::LeftTrigger2,
|
|
|
|
GamepadButtonType::RightTrigger,
|
|
|
|
GamepadButtonType::RightTrigger2,
|
|
|
|
GamepadButtonType::Select,
|
|
|
|
GamepadButtonType::Start,
|
|
|
|
GamepadButtonType::Mode,
|
|
|
|
GamepadButtonType::LeftThumb,
|
|
|
|
GamepadButtonType::RightThumb,
|
|
|
|
GamepadButtonType::DPadUp,
|
|
|
|
GamepadButtonType::DPadDown,
|
|
|
|
GamepadButtonType::DPadLeft,
|
|
|
|
GamepadButtonType::DPadRight,
|
|
|
|
];
|
|
|
|
|
2022-08-05 02:28:07 +00:00
|
|
|
/// An array of every [`GamepadAxisType`] variant.
|
2022-07-11 14:11:25 +00:00
|
|
|
const ALL_AXIS_TYPES: [GamepadAxisType; 6] = [
|
2020-10-21 17:27:00 +00:00
|
|
|
GamepadAxisType::LeftStickX,
|
|
|
|
GamepadAxisType::LeftStickY,
|
|
|
|
GamepadAxisType::LeftZ,
|
|
|
|
GamepadAxisType::RightStickX,
|
|
|
|
GamepadAxisType::RightStickY,
|
|
|
|
GamepadAxisType::RightZ,
|
|
|
|
];
|
2021-12-08 01:12:49 +00:00
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
2021-12-18 20:00:18 +00:00
|
|
|
use super::{AxisSettings, ButtonAxisSettings, ButtonSettings};
|
2021-12-08 01:12:49 +00:00
|
|
|
|
|
|
|
fn test_button_axis_settings_filter(
|
|
|
|
settings: ButtonAxisSettings,
|
|
|
|
new_value: f32,
|
|
|
|
old_value: Option<f32>,
|
|
|
|
expected: Option<f32>,
|
|
|
|
) {
|
|
|
|
let actual = settings.filter(new_value, old_value);
|
|
|
|
assert_eq!(
|
|
|
|
expected, actual,
|
|
|
|
"Testing filtering for {:?} with new_value = {:?}, old_value = {:?}",
|
|
|
|
settings, new_value, old_value
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_button_axis_settings_default_filter() {
|
|
|
|
let cases = [
|
|
|
|
(1.0, None, Some(1.0)),
|
|
|
|
(0.99, None, Some(1.0)),
|
|
|
|
(0.96, None, Some(1.0)),
|
|
|
|
(0.95, None, Some(1.0)),
|
|
|
|
(0.9499, None, Some(0.9499)),
|
|
|
|
(0.84, None, Some(0.84)),
|
|
|
|
(0.43, None, Some(0.43)),
|
|
|
|
(0.05001, None, Some(0.05001)),
|
|
|
|
(0.05, None, Some(0.0)),
|
|
|
|
(0.04, None, Some(0.0)),
|
|
|
|
(0.01, None, Some(0.0)),
|
|
|
|
(0.0, None, Some(0.0)),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (new_value, old_value, expected) in cases {
|
|
|
|
let settings = ButtonAxisSettings::default();
|
|
|
|
test_button_axis_settings_filter(settings, new_value, old_value, expected);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_button_axis_settings_default_filter_with_old_value() {
|
|
|
|
let cases = [
|
|
|
|
(0.43, Some(0.44001), Some(0.43)),
|
|
|
|
(0.43, Some(0.44), None),
|
|
|
|
(0.43, Some(0.43), None),
|
|
|
|
(0.43, Some(0.41999), Some(0.43)),
|
|
|
|
(0.43, Some(0.17), Some(0.43)),
|
|
|
|
(0.43, Some(0.84), Some(0.43)),
|
|
|
|
(0.05, Some(0.055), Some(0.0)),
|
|
|
|
(0.95, Some(0.945), Some(1.0)),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (new_value, old_value, expected) in cases {
|
|
|
|
let settings = ButtonAxisSettings::default();
|
|
|
|
test_button_axis_settings_filter(settings, new_value, old_value, expected);
|
|
|
|
}
|
|
|
|
}
|
2021-12-18 20:00:18 +00:00
|
|
|
|
|
|
|
fn test_axis_settings_filter(
|
|
|
|
settings: AxisSettings,
|
|
|
|
new_value: f32,
|
|
|
|
old_value: Option<f32>,
|
|
|
|
expected: Option<f32>,
|
|
|
|
) {
|
|
|
|
let actual = settings.filter(new_value, old_value);
|
|
|
|
assert_eq!(
|
|
|
|
expected, actual,
|
|
|
|
"Testing filtering for {:?} with new_value = {:?}, old_value = {:?}",
|
|
|
|
settings, new_value, old_value
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_axis_settings_default_filter() {
|
|
|
|
let cases = [
|
|
|
|
(1.0, Some(1.0)),
|
|
|
|
(0.99, Some(1.0)),
|
|
|
|
(0.96, Some(1.0)),
|
|
|
|
(0.95, Some(1.0)),
|
|
|
|
(0.9499, Some(0.9499)),
|
|
|
|
(0.84, Some(0.84)),
|
|
|
|
(0.43, Some(0.43)),
|
|
|
|
(0.05001, Some(0.05001)),
|
|
|
|
(0.05, Some(0.0)),
|
|
|
|
(0.04, Some(0.0)),
|
|
|
|
(0.01, Some(0.0)),
|
|
|
|
(0.0, Some(0.0)),
|
|
|
|
(-1.0, Some(-1.0)),
|
|
|
|
(-0.99, Some(-1.0)),
|
|
|
|
(-0.96, Some(-1.0)),
|
|
|
|
(-0.95, Some(-1.0)),
|
|
|
|
(-0.9499, Some(-0.9499)),
|
|
|
|
(-0.84, Some(-0.84)),
|
|
|
|
(-0.43, Some(-0.43)),
|
|
|
|
(-0.05001, Some(-0.05001)),
|
|
|
|
(-0.05, Some(0.0)),
|
|
|
|
(-0.04, Some(0.0)),
|
|
|
|
(-0.01, Some(0.0)),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (new_value, expected) in cases {
|
|
|
|
let settings = AxisSettings::default();
|
|
|
|
test_axis_settings_filter(settings, new_value, None, expected);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_axis_settings_default_filter_with_old_values() {
|
|
|
|
let cases = [
|
|
|
|
(0.43, Some(0.44001), Some(0.43)),
|
|
|
|
(0.43, Some(0.44), None),
|
|
|
|
(0.43, Some(0.43), None),
|
|
|
|
(0.43, Some(0.41999), Some(0.43)),
|
|
|
|
(0.43, Some(0.17), Some(0.43)),
|
|
|
|
(0.43, Some(0.84), Some(0.43)),
|
|
|
|
(0.05, Some(0.055), Some(0.0)),
|
|
|
|
(0.95, Some(0.945), Some(1.0)),
|
|
|
|
(-0.43, Some(-0.44001), Some(-0.43)),
|
|
|
|
(-0.43, Some(-0.44), None),
|
|
|
|
(-0.43, Some(-0.43), None),
|
|
|
|
(-0.43, Some(-0.41999), Some(-0.43)),
|
|
|
|
(-0.43, Some(-0.17), Some(-0.43)),
|
|
|
|
(-0.43, Some(-0.84), Some(-0.43)),
|
|
|
|
(-0.05, Some(-0.055), Some(0.0)),
|
|
|
|
(-0.95, Some(-0.945), Some(-1.0)),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (new_value, old_value, expected) in cases {
|
|
|
|
let settings = AxisSettings::default();
|
|
|
|
test_axis_settings_filter(settings, new_value, old_value, expected);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_button_settings_default_is_pressed() {
|
|
|
|
let cases = [
|
|
|
|
(1.0, true),
|
|
|
|
(0.95, true),
|
|
|
|
(0.9, true),
|
|
|
|
(0.8, true),
|
|
|
|
(0.75, true),
|
|
|
|
(0.7, false),
|
|
|
|
(0.65, false),
|
|
|
|
(0.5, false),
|
|
|
|
(0.0, false),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (value, expected) in cases {
|
|
|
|
let settings = ButtonSettings::default();
|
|
|
|
let actual = settings.is_pressed(value);
|
|
|
|
|
|
|
|
assert_eq!(expected, actual, "Testing is pressed for value: {}", value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_button_settings_default_is_released() {
|
|
|
|
let cases = [
|
|
|
|
(1.0, false),
|
|
|
|
(0.95, false),
|
|
|
|
(0.9, false),
|
|
|
|
(0.8, false),
|
|
|
|
(0.75, false),
|
|
|
|
(0.7, false),
|
|
|
|
(0.65, true),
|
|
|
|
(0.5, true),
|
|
|
|
(0.0, true),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (value, expected) in cases {
|
|
|
|
let settings = ButtonSettings::default();
|
|
|
|
let actual = settings.is_released(value);
|
|
|
|
|
|
|
|
assert_eq!(expected, actual, "Testing is released for value: {}", value);
|
|
|
|
}
|
|
|
|
}
|
2021-12-08 01:12:49 +00:00
|
|
|
}
|