bevy/crates/bevy_gilrs/src/lib.rs

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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
Forbid unsafe in most crates in the engine (#12684) # Objective Resolves #3824. `unsafe` code should be the exception, not the norm in Rust. It's obviously needed for various use cases as it's interfacing with platforms and essentially running the borrow checker at runtime in the ECS, but the touted benefits of Bevy is that we are able to heavily leverage Rust's safety, and we should be holding ourselves accountable to that by minimizing our unsafe footprint. ## Solution Deny `unsafe_code` workspace wide. Add explicit exceptions for the following crates, and forbid it in almost all of the others. * bevy_ecs - Obvious given how much unsafe is needed to achieve performant results * bevy_ptr - Works with raw pointers, even more low level than bevy_ecs. * bevy_render - due to needing to integrate with wgpu * bevy_window - due to needing to integrate with raw_window_handle * bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved into bevy_ecs instead of made publicly usable. * bevy_reflect - Required for the unsafe type casting it's doing. * bevy_transform - for the parallel transform propagation * bevy_gizmos - For the SystemParam impls it has. * bevy_assets - To support reflection. Might not be required, not 100% sure yet. * bevy_mikktspace - due to being a conversion from a C library. Pending safe rewrite. * bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading nature. Several uses of unsafe were rewritten, as they did not need to be using them: * bevy_text - a case of `Option::unchecked` could be rewritten as a normal for loop and match instead of an iterator. * bevy_color - the Pod/Zeroable implementations were replaceable with bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Systems and type definitions for gamepad handling in Bevy.
//!
//! This crate is built on top of [GilRs](gilrs), a library
//! that handles abstracting over platform-specific gamepad APIs.
mod converter;
mod gilrs_system;
mod rumble;
use bevy_app::{App, Plugin, PostUpdate, PreStartup, PreUpdate};
Implement gamepads as entities (#12770) # Objective - Significantly improve the ergonomics of gamepads and allow new features Gamepads are a bit unergonomic to work with, they use resources but unlike other inputs, they are not limited to a single gamepad, to get around this it uses an identifier (Gamepad) to interact with anything causing all sorts of issues. 1. There are too many: Gamepads, GamepadSettings, GamepadInfo, ButtonInput<T>, 2 Axis<T>. 2. ButtonInput/Axis generic methods become really inconvenient to use e.g. any_pressed() 3. GamepadButton/Axis structs are unnecessary boilerplate: ```rust for gamepad in gamepads.iter() { if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just pressed South", gamepad); } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just released South", gamepad); } } ``` 4. Projects often need to create resources to store the selected gamepad and have to manually check if their gamepad is still valid anyways. - Previously attempted by #3419 and #12674 ## Solution - Implement gamepads as entities. Using entities solves all the problems above and opens new possibilities. 1. Reduce boilerplate and allows iteration ```rust let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South)) ``` 2. ButtonInput/Axis generic methods become ergonomic again ```rust gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select]) ``` 3. Reduces the number of public components significantly (Gamepad, GamepadSettings, GamepadButtons, GamepadAxes) 4. Components are highly convenient. Gamepad optional features could now be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs to attach their own components and filter them, so code like this becomes possible: ```rust fn move_player<const T: usize>( player: Query<&Transform, With<Player<T>>>, gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>, ) { if let Ok(gamepad_buttons) = gamepads_buttons.get_single() { if gamepad_buttons.pressed(GamepadButtonType::South) { // move player } } } ``` --- ## Follow-up - [ ] Run conditions? - [ ] Rumble component # Changelog ## Added TODO ## Changed TODO ## Removed TODO ## Migration Guide TODO --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-27 20:07:20 +00:00
use bevy_ecs::entity::EntityHashMap;
Migrate engine to Schedule v3 (#7267) Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
use bevy_ecs::prelude::*;
use bevy_input::InputSystem;
Implement gamepads as entities (#12770) # Objective - Significantly improve the ergonomics of gamepads and allow new features Gamepads are a bit unergonomic to work with, they use resources but unlike other inputs, they are not limited to a single gamepad, to get around this it uses an identifier (Gamepad) to interact with anything causing all sorts of issues. 1. There are too many: Gamepads, GamepadSettings, GamepadInfo, ButtonInput<T>, 2 Axis<T>. 2. ButtonInput/Axis generic methods become really inconvenient to use e.g. any_pressed() 3. GamepadButton/Axis structs are unnecessary boilerplate: ```rust for gamepad in gamepads.iter() { if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just pressed South", gamepad); } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just released South", gamepad); } } ``` 4. Projects often need to create resources to store the selected gamepad and have to manually check if their gamepad is still valid anyways. - Previously attempted by #3419 and #12674 ## Solution - Implement gamepads as entities. Using entities solves all the problems above and opens new possibilities. 1. Reduce boilerplate and allows iteration ```rust let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South)) ``` 2. ButtonInput/Axis generic methods become ergonomic again ```rust gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select]) ``` 3. Reduces the number of public components significantly (Gamepad, GamepadSettings, GamepadButtons, GamepadAxes) 4. Components are highly convenient. Gamepad optional features could now be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs to attach their own components and filter them, so code like this becomes possible: ```rust fn move_player<const T: usize>( player: Query<&Transform, With<Player<T>>>, gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>, ) { if let Ok(gamepad_buttons) = gamepads_buttons.get_single() { if gamepad_buttons.pressed(GamepadButtonType::South) { // move player } } } ``` --- ## Follow-up - [ ] Run conditions? - [ ] Rumble component # Changelog ## Added TODO ## Changed TODO ## Removed TODO ## Migration Guide TODO --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-27 20:07:20 +00:00
use bevy_utils::{synccell::SyncCell, tracing::error, HashMap};
use gilrs::GilrsBuilder;
use gilrs_system::{gilrs_event_startup_system, gilrs_event_system};
use rumble::{play_gilrs_rumble, RunningRumbleEffects};
#[cfg_attr(not(target_arch = "wasm32"), derive(Resource))]
pub(crate) struct Gilrs(pub SyncCell<gilrs::Gilrs>);
Implement gamepads as entities (#12770) # Objective - Significantly improve the ergonomics of gamepads and allow new features Gamepads are a bit unergonomic to work with, they use resources but unlike other inputs, they are not limited to a single gamepad, to get around this it uses an identifier (Gamepad) to interact with anything causing all sorts of issues. 1. There are too many: Gamepads, GamepadSettings, GamepadInfo, ButtonInput<T>, 2 Axis<T>. 2. ButtonInput/Axis generic methods become really inconvenient to use e.g. any_pressed() 3. GamepadButton/Axis structs are unnecessary boilerplate: ```rust for gamepad in gamepads.iter() { if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just pressed South", gamepad); } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just released South", gamepad); } } ``` 4. Projects often need to create resources to store the selected gamepad and have to manually check if their gamepad is still valid anyways. - Previously attempted by #3419 and #12674 ## Solution - Implement gamepads as entities. Using entities solves all the problems above and opens new possibilities. 1. Reduce boilerplate and allows iteration ```rust let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South)) ``` 2. ButtonInput/Axis generic methods become ergonomic again ```rust gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select]) ``` 3. Reduces the number of public components significantly (Gamepad, GamepadSettings, GamepadButtons, GamepadAxes) 4. Components are highly convenient. Gamepad optional features could now be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs to attach their own components and filter them, so code like this becomes possible: ```rust fn move_player<const T: usize>( player: Query<&Transform, With<Player<T>>>, gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>, ) { if let Ok(gamepad_buttons) = gamepads_buttons.get_single() { if gamepad_buttons.pressed(GamepadButtonType::South) { // move player } } } ``` --- ## Follow-up - [ ] Run conditions? - [ ] Rumble component # Changelog ## Added TODO ## Changed TODO ## Removed TODO ## Migration Guide TODO --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-27 20:07:20 +00:00
/// A [`resource`](Resource) with the mapping of connected [`gilrs::GamepadId`] and their [`Entity`].
#[derive(Debug, Default, Resource)]
pub(crate) struct GilrsGamepads {
/// Mapping of [`Entity`] to [`gilrs::GamepadId`].
pub(crate) entity_to_id: EntityHashMap<gilrs::GamepadId>,
/// Mapping of [`gilrs::GamepadId`] to [`Entity`].
pub(crate) id_to_entity: HashMap<gilrs::GamepadId, Entity>,
}
impl GilrsGamepads {
/// Returns the [`Entity`] assigned to a connected [`gilrs::GamepadId`].
pub fn get_entity(&self, gamepad_id: gilrs::GamepadId) -> Option<Entity> {
self.id_to_entity.get(&gamepad_id).copied()
}
/// Returns the [`gilrs::GamepadId`] assigned to a gamepad [`Entity`].
pub fn get_gamepad_id(&self, entity: Entity) -> Option<gilrs::GamepadId> {
self.entity_to_id.get(&entity).copied()
}
}
/// Plugin that provides gamepad handling to an [`App`].
#[derive(Default)]
pub struct GilrsPlugin;
/// Updates the running gamepad rumble effects.
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
pub struct RumbleSystem;
impl Plugin for GilrsPlugin {
fn build(&self, app: &mut App) {
match GilrsBuilder::new()
.with_default_filters(false)
.set_update_state(false)
.build()
{
Ok(gilrs) => {
#[cfg(target_arch = "wasm32")]
app.insert_non_send_resource(Gilrs(SyncCell::new(gilrs)));
#[cfg(not(target_arch = "wasm32"))]
app.insert_resource(Gilrs(SyncCell::new(gilrs)));
Implement gamepads as entities (#12770) # Objective - Significantly improve the ergonomics of gamepads and allow new features Gamepads are a bit unergonomic to work with, they use resources but unlike other inputs, they are not limited to a single gamepad, to get around this it uses an identifier (Gamepad) to interact with anything causing all sorts of issues. 1. There are too many: Gamepads, GamepadSettings, GamepadInfo, ButtonInput<T>, 2 Axis<T>. 2. ButtonInput/Axis generic methods become really inconvenient to use e.g. any_pressed() 3. GamepadButton/Axis structs are unnecessary boilerplate: ```rust for gamepad in gamepads.iter() { if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just pressed South", gamepad); } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just released South", gamepad); } } ``` 4. Projects often need to create resources to store the selected gamepad and have to manually check if their gamepad is still valid anyways. - Previously attempted by #3419 and #12674 ## Solution - Implement gamepads as entities. Using entities solves all the problems above and opens new possibilities. 1. Reduce boilerplate and allows iteration ```rust let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South)) ``` 2. ButtonInput/Axis generic methods become ergonomic again ```rust gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select]) ``` 3. Reduces the number of public components significantly (Gamepad, GamepadSettings, GamepadButtons, GamepadAxes) 4. Components are highly convenient. Gamepad optional features could now be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs to attach their own components and filter them, so code like this becomes possible: ```rust fn move_player<const T: usize>( player: Query<&Transform, With<Player<T>>>, gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>, ) { if let Ok(gamepad_buttons) = gamepads_buttons.get_single() { if gamepad_buttons.pressed(GamepadButtonType::South) { // move player } } } ``` --- ## Follow-up - [ ] Run conditions? - [ ] Rumble component # Changelog ## Added TODO ## Changed TODO ## Removed TODO ## Migration Guide TODO --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-27 20:07:20 +00:00
app.init_resource::<GilrsGamepads>();
app.init_resource::<RunningRumbleEffects>()
.add_systems(PreStartup, gilrs_event_startup_system)
.add_systems(PreUpdate, gilrs_event_system.before(InputSystem))
.add_systems(PostUpdate, play_gilrs_rumble.in_set(RumbleSystem));
}
2020-11-13 01:23:57 +00:00
Err(err) => error!("Failed to start Gilrs. {}", err),
}
}
}