Added gamepad support using Gilrs (#280)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
Utkarsh 2020-09-19 03:13:47 +05:30 committed by GitHub
parent d4c8436457
commit 19d4694d24
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 479 additions and 2 deletions

View file

@ -38,6 +38,10 @@ jobs:
run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev
if: ${{ runner.os == 'Linux' }}
- name: Install udev
run: sudo apt-get update; sudo apt-get install --no-install-recommends libudev-dev
if: ${{ runner.os == 'Linux' }}
- name: Build
run: cargo check
env:
@ -65,6 +69,9 @@ jobs:
- name: Install alsa
run: sudo apt-get install --no-install-recommends libasound2-dev
- name: Install udev
run: sudo apt-get install --no-install-recommends libudev-dev
- name: Check the format
run: cargo +nightly fmt --all -- --check

View file

@ -18,6 +18,7 @@ exclude = ["assets/**/*", "tools/**/*", ".github/**/*", "crates/**/*"]
[features]
default = [
"bevy_audio",
"bevy_gilrs",
"bevy_gltf",
"bevy_wgpu",
"bevy_winit",
@ -83,6 +84,7 @@ bevy_text = { path = "crates/bevy_text", optional = true, version = "0.1" }
bevy_ui = { path = "crates/bevy_ui", optional = true, version = "0.1" }
bevy_wgpu = { path = "crates/bevy_wgpu", optional = true, version = "0.1" }
bevy_winit = { path = "crates/bevy_winit", optional = true, version = "0.1" }
bevy_gilrs = { path = "crates/bevy_gilrs", optional = true, version = "0.1" }
[dev-dependencies]
rand = "0.7.3"
@ -217,6 +219,10 @@ path = "examples/input/keyboard_input.rs"
name = "keyboard_input_events"
path = "examples/input/keyboard_input_events.rs"
[[example]]
name = "gamepad_input"
path = "examples/input/gamepad_input.rs"
[[example]]
name = "scene"
path = "examples/scene/scene.rs"

View file

@ -0,0 +1,20 @@
[package]
name = "bevy_gilrs"
version = "0.1.0"
edition = "2018"
authors = ["Bevy Contributors <bevyengine@gmail.com>", "Carter Anderson <mcanders1@gmail.com>"]
description = "Gamepad system made using Gilrs for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT"
keywords = ["bevy"]
[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.1" }
bevy_ecs = { path = "../bevy_ecs", version = "0.1" }
bevy_input = { path = "../bevy_input", version = "0.1" }
# other
gilrs = "0.7.4"
log = { version = "0.4", features = ["release_max_level_info"] }

View file

@ -0,0 +1,44 @@
use bevy_input::gamepad::{Gamepad, GamepadAxisType, GamepadButtonType};
pub fn convert_gamepad_id(gamepad_id: gilrs::GamepadId) -> Gamepad {
Gamepad(gamepad_id.into())
}
pub fn convert_button(button: gilrs::Button) -> Option<GamepadButtonType> {
match button {
gilrs::Button::South => Some(GamepadButtonType::South),
gilrs::Button::East => Some(GamepadButtonType::East),
gilrs::Button::North => Some(GamepadButtonType::North),
gilrs::Button::West => Some(GamepadButtonType::West),
gilrs::Button::C => Some(GamepadButtonType::C),
gilrs::Button::Z => Some(GamepadButtonType::Z),
gilrs::Button::LeftTrigger => Some(GamepadButtonType::LeftTrigger),
gilrs::Button::LeftTrigger2 => Some(GamepadButtonType::LeftTrigger2),
gilrs::Button::RightTrigger => Some(GamepadButtonType::RightTrigger),
gilrs::Button::RightTrigger2 => Some(GamepadButtonType::RightTrigger2),
gilrs::Button::Select => Some(GamepadButtonType::Select),
gilrs::Button::Start => Some(GamepadButtonType::Start),
gilrs::Button::Mode => Some(GamepadButtonType::Mode),
gilrs::Button::LeftThumb => Some(GamepadButtonType::LeftThumb),
gilrs::Button::RightThumb => Some(GamepadButtonType::RightThumb),
gilrs::Button::DPadUp => Some(GamepadButtonType::DPadUp),
gilrs::Button::DPadDown => Some(GamepadButtonType::DPadDown),
gilrs::Button::DPadLeft => Some(GamepadButtonType::DPadLeft),
gilrs::Button::DPadRight => Some(GamepadButtonType::DPadRight),
gilrs::Button::Unknown => None,
}
}
pub fn convert_axis(axis: gilrs::Axis) -> Option<GamepadAxisType> {
match axis {
gilrs::Axis::LeftStickX => Some(GamepadAxisType::LeftStickX),
gilrs::Axis::LeftStickY => Some(GamepadAxisType::LeftStickY),
gilrs::Axis::LeftZ => Some(GamepadAxisType::LeftZ),
gilrs::Axis::RightStickX => Some(GamepadAxisType::RightStickX),
gilrs::Axis::RightStickY => Some(GamepadAxisType::RightStickY),
gilrs::Axis::RightZ => Some(GamepadAxisType::RightZ),
gilrs::Axis::DPadX => Some(GamepadAxisType::DPadX),
gilrs::Axis::DPadY => Some(GamepadAxisType::DPadY),
gilrs::Axis::Unknown => None,
}
}

View file

@ -0,0 +1,176 @@
use crate::converter::{convert_axis, convert_button, convert_gamepad_id};
use bevy_app::Events;
use bevy_ecs::{Res, ResMut};
use bevy_input::prelude::*;
use gilrs::{Button, EventType, Gilrs};
use std::sync::{Arc, Mutex};
// TODO: remove this if/when bevy_ecs supports thread local resources
struct GilrsSendWrapper(Gilrs);
unsafe impl Send for GilrsSendWrapper {}
pub struct GilrsArcMutexWrapper(Arc<Mutex<GilrsSendWrapper>>);
impl GilrsArcMutexWrapper {
pub fn new(gilrs: Gilrs) -> GilrsArcMutexWrapper {
GilrsArcMutexWrapper(Arc::new(Mutex::new(GilrsSendWrapper(gilrs))))
}
}
pub fn gilrs_startup_system(
gilrs: Res<GilrsArcMutexWrapper>,
mut gamepad_event: ResMut<Events<GamepadEvent>>,
mut inputs: ResMut<Input<GamepadButton>>,
mut axes: ResMut<Axis<GamepadAxis>>,
) {
gamepad_event.update();
inputs.update();
let gilrs = &gilrs.0.lock().unwrap().0;
for (gilrs_id, gilrs_gamepad) in gilrs.gamepads() {
connect_gamepad(
gilrs_gamepad,
convert_gamepad_id(gilrs_id),
&mut gamepad_event,
&mut inputs,
&mut axes,
);
}
}
pub fn gilrs_update_system(
gilrs: Res<GilrsArcMutexWrapper>,
mut gamepad_event: ResMut<Events<GamepadEvent>>,
mut inputs: ResMut<Input<GamepadButton>>,
mut axes: ResMut<Axis<GamepadAxis>>,
) {
gamepad_event.update();
inputs.update();
let gilrs = &mut gilrs.0.lock().unwrap().0;
while let Some(gilrs_event) = gilrs.next_event() {
match gilrs_event.event {
EventType::Connected => {
connect_gamepad(
gilrs.gamepad(gilrs_event.id),
convert_gamepad_id(gilrs_event.id),
&mut gamepad_event,
&mut inputs,
&mut axes,
);
}
EventType::Disconnected => {
disconnect_gamepad(
convert_gamepad_id(gilrs_event.id),
&mut gamepad_event,
&mut inputs,
&mut axes,
);
}
EventType::ButtonPressed(gilrs_button, _) => {
if let Some(button_type) = convert_button(gilrs_button) {
inputs.press(GamepadButton(
convert_gamepad_id(gilrs_event.id),
button_type,
));
}
}
EventType::ButtonReleased(gilrs_button, _) => {
if let Some(button_type) = convert_button(gilrs_button) {
inputs.release(GamepadButton(
convert_gamepad_id(gilrs_event.id),
button_type,
));
}
}
EventType::AxisChanged(gilrs_axis, value, _) => {
if let Some(axis_type) = convert_axis(gilrs_axis) {
axes.set(
GamepadAxis(convert_gamepad_id(gilrs_event.id), axis_type),
value,
);
}
}
_ => (),
};
}
gilrs.inc();
}
const ALL_GILRS_BUTTONS: [Button; 19] = [
Button::South,
Button::East,
Button::North,
Button::West,
Button::C,
Button::Z,
Button::LeftTrigger,
Button::LeftTrigger2,
Button::RightTrigger,
Button::RightTrigger2,
Button::Select,
Button::Start,
Button::Mode,
Button::LeftThumb,
Button::RightThumb,
Button::DPadUp,
Button::DPadDown,
Button::DPadLeft,
Button::DPadRight,
];
const ALL_GILRS_AXES: [gilrs::Axis; 8] = [
gilrs::Axis::LeftStickX,
gilrs::Axis::LeftStickY,
gilrs::Axis::LeftZ,
gilrs::Axis::RightStickX,
gilrs::Axis::RightStickY,
gilrs::Axis::RightZ,
gilrs::Axis::DPadX,
gilrs::Axis::DPadY,
];
fn connect_gamepad(
gilrs_gamepad: gilrs::Gamepad,
gamepad: Gamepad,
events: &mut Events<GamepadEvent>,
inputs: &mut Input<GamepadButton>,
axes: &mut Axis<GamepadAxis>,
) {
for gilrs_button in ALL_GILRS_BUTTONS.iter() {
if let Some(button_type) = convert_button(*gilrs_button) {
let gamepad_button = GamepadButton(gamepad, button_type);
inputs.reset(gamepad_button);
if gilrs_gamepad.is_pressed(*gilrs_button) {
inputs.press(gamepad_button);
}
}
}
for gilrs_axis in ALL_GILRS_AXES.iter() {
if let Some(axis_type) = convert_axis(*gilrs_axis) {
let gamepad_axis = GamepadAxis(gamepad, axis_type);
axes.set(gamepad_axis, gilrs_gamepad.value(*gilrs_axis));
}
}
events.send(GamepadEvent(gamepad, GamepadEventType::Connected));
}
fn disconnect_gamepad(
gamepad: Gamepad,
events: &mut Events<GamepadEvent>,
inputs: &mut Input<GamepadButton>,
axes: &mut Axis<GamepadAxis>,
) {
for gilrs_button in ALL_GILRS_BUTTONS.iter() {
if let Some(button_type) = convert_button(*gilrs_button) {
let gamepad_button = GamepadButton(gamepad, button_type);
inputs.reset(gamepad_button);
}
}
for gilrs_axis in ALL_GILRS_AXES.iter() {
if let Some(axis_type) = convert_axis(*gilrs_axis) {
let gamepad_axis = GamepadAxis(gamepad, axis_type);
axes.remove(&gamepad_axis);
}
}
events.send(GamepadEvent(gamepad, GamepadEventType::Disconnected));
}

View file

@ -0,0 +1,22 @@
mod converter;
mod gilrs_system;
use bevy_app::prelude::*;
use bevy_ecs::IntoQuerySystem;
use gilrs_system::{gilrs_startup_system, gilrs_update_system, GilrsArcMutexWrapper};
#[derive(Default)]
pub struct GilrsPlugin;
impl Plugin for GilrsPlugin {
fn build(&self, app: &mut AppBuilder) {
match gilrs::Gilrs::new() {
Ok(gilrs) => {
app.add_resource(GilrsArcMutexWrapper::new(gilrs))
.add_startup_system(gilrs_startup_system.system())
.add_system_to_stage(stage::EVENT_UPDATE, gilrs_update_system.system());
}
Err(err) => log::error!("Failed to start Gilrs. {}", err),
}
}
}

View file

@ -0,0 +1,33 @@
use std::{collections::HashMap, hash::Hash};
pub struct Axis<T> {
axis_data: HashMap<T, f32>,
}
impl<T> Default for Axis<T>
where
T: Copy + Eq + Hash,
{
fn default() -> Self {
Axis {
axis_data: HashMap::new(),
}
}
}
impl<T> Axis<T>
where
T: Copy + Eq + Hash,
{
pub fn set(&mut self, axis: T, value: f32) -> Option<f32> {
self.axis_data.insert(axis, value)
}
pub fn get(&self, axis: &T) -> Option<f32> {
self.axis_data.get(axis).copied()
}
pub fn remove(&mut self, axis: &T) -> Option<f32> {
self.axis_data.remove(axis)
}
}

View file

@ -0,0 +1,52 @@
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct Gamepad(pub usize);
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum GamepadEventType {
Connected,
Disconnected,
}
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct GamepadEvent(pub Gamepad, pub GamepadEventType);
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum GamepadButtonType {
South,
East,
North,
West,
C,
Z,
LeftTrigger,
LeftTrigger2,
RightTrigger,
RightTrigger2,
Select,
Start,
Mode,
LeftThumb,
RightThumb,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct GamepadButton(pub Gamepad, pub GamepadButtonType);
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum GamepadAxisType {
LeftStickX,
LeftStickY,
LeftZ,
RightStickX,
RightStickY,
RightZ,
DPadX,
DPadY,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct GamepadAxis(pub Gamepad, pub GamepadAxisType);

View file

@ -47,6 +47,12 @@ where
self.just_released.contains(&input)
}
pub fn reset(&mut self, input: T) {
self.pressed.remove(&input);
self.just_pressed.remove(&input);
self.just_released.remove(&input);
}
pub fn update(&mut self) {
self.just_pressed.clear();
self.just_released.clear();

View file

@ -1,12 +1,23 @@
mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod system;
pub use axis::*;
pub use input::*;
pub mod prelude {
pub use crate::{keyboard::KeyCode, mouse::MouseButton, Input};
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType,
},
keyboard::KeyCode,
mouse::MouseButton,
Axis, Input,
};
}
use bevy_app::prelude::*;
@ -14,6 +25,7 @@ use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use bevy_ecs::IntoQuerySystem;
use gamepad::{GamepadAxis, GamepadButton, GamepadEvent};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
@ -34,6 +46,9 @@ impl Plugin for InputPlugin {
.add_system_to_stage(
bevy_app::stage::EVENT_UPDATE,
mouse_button_input_system.system(),
);
)
.add_event::<GamepadEvent>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>();
}
}

View file

@ -0,0 +1,93 @@
use bevy::prelude::*;
use bevy_input::gamepad::{Gamepad, GamepadButton, GamepadEvent, GamepadEventType};
use std::collections::HashSet;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(connection_system.system())
.add_system(connection_system.system())
.add_system(button_system.system())
.add_system(axis_system.system())
.add_resource(Lobby::default())
.run();
}
#[derive(Default)]
struct Lobby {
gamepad: HashSet<Gamepad>,
gamepad_event_reader: EventReader<GamepadEvent>,
}
fn connection_system(mut lobby: ResMut<Lobby>, gamepad_event: Res<Events<GamepadEvent>>) {
for event in lobby.gamepad_event_reader.iter(&gamepad_event) {
match &event {
GamepadEvent(gamepad, GamepadEventType::Connected) => {
lobby.gamepad.insert(*gamepad);
println!("Connected {:?}", gamepad);
}
GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
lobby.gamepad.remove(gamepad);
println!("Disconnected {:?}", gamepad);
}
}
}
}
fn button_system(manager: Res<Lobby>, inputs: Res<Input<GamepadButton>>) {
let button_types = [
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,
];
for gamepad in manager.gamepad.iter() {
for button_type in button_types.iter() {
if inputs.just_pressed(GamepadButton(*gamepad, *button_type)) {
println!("Pressed {:?}", GamepadButton(*gamepad, *button_type));
} else if inputs.just_released(GamepadButton(*gamepad, *button_type)) {
println!("Released {:?}", GamepadButton(*gamepad, *button_type));
}
}
}
}
fn axis_system(manager: Res<Lobby>, axes: Res<Axis<GamepadAxis>>) {
let axis_types = [
GamepadAxisType::LeftStickX,
GamepadAxisType::LeftStickY,
GamepadAxisType::LeftZ,
GamepadAxisType::RightStickX,
GamepadAxisType::RightStickY,
GamepadAxisType::RightZ,
GamepadAxisType::DPadX,
GamepadAxisType::DPadY,
];
for gamepad in manager.gamepad.iter() {
for axis_type in axis_types.iter() {
if let Some(value) = axes.get(&GamepadAxis(*gamepad, *axis_type)) {
if value.abs() > 0.01f32
&& (value - 1.0f32).abs() > 0.01f32
&& (value + 1.0f32).abs() > 0.01f32
{
println!("Axis {:?} is {}", GamepadAxis(*gamepad, *axis_type), value);
}
}
}
}
}

View file

@ -33,6 +33,9 @@ impl AddDefaultPlugins for AppBuilder {
#[cfg(feature = "bevy_audio")]
self.add_plugin(bevy_audio::AudioPlugin::default());
#[cfg(feature = "bevy_gilrs")]
self.add_plugin(bevy_gilrs::GilrsPlugin::default());
#[cfg(feature = "bevy_gltf")]
self.add_plugin(bevy_gltf::GltfPlugin::default());