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https://github.com/bevyengine/bevy
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Use Name
component for gamepad (#16233)
# Objective Addressing a suggestion I made in Discord: store gamepad name as a `Name` component. Advantages: - Will be nicely displayed in inspector / editor. - Easier to spawn in tests, just `world.spawn(Gamepad::default())`. ## Solution `Gamepad` component now stores only vendor and product IDs and `Name` stores the gamepad name. Since `GamepadInfo` is no longer necessary, I removed it and merged its fields into the connection event. ## Testing - Run unit tests. --- ## Migration Guide - `GamepadInfo` no longer exists: - Name now accesible via `Name` component. - Other information available on `Gamepad` component directly. - `GamepadConnection::Connected` now stores all info fields directly.
This commit is contained in:
parent
718688e791
commit
282ca735ba
5 changed files with 87 additions and 78 deletions
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@ -8,7 +8,7 @@ use bevy_ecs::prelude::Commands;
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use bevy_ecs::system::NonSendMut;
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use bevy_ecs::system::ResMut;
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use bevy_input::gamepad::{
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GamepadConnection, GamepadConnectionEvent, GamepadInfo, RawGamepadAxisChangedEvent,
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GamepadConnection, GamepadConnectionEvent, RawGamepadAxisChangedEvent,
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RawGamepadButtonChangedEvent, RawGamepadEvent,
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};
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use gilrs::{ev::filter::axis_dpad_to_button, EventType, Filter};
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@ -26,15 +26,13 @@ pub fn gilrs_event_startup_system(
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gamepads.id_to_entity.insert(id, entity);
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gamepads.entity_to_id.insert(entity, id);
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let info = GamepadInfo {
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name: gamepad.name().into(),
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vendor_id: gamepad.vendor_id(),
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product_id: gamepad.product_id(),
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};
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events.send(GamepadConnectionEvent {
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gamepad: entity,
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connection: GamepadConnection::Connected(info),
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connection: GamepadConnection::Connected {
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name: gamepad.name().to_string(),
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vendor_id: gamepad.vendor_id(),
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product_id: gamepad.product_id(),
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},
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});
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}
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}
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@ -62,20 +60,17 @@ pub fn gilrs_event_system(
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entity
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});
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let info = GamepadInfo {
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name: pad.name().into(),
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vendor_id: pad.vendor_id(),
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product_id: pad.product_id(),
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};
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events.send(
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GamepadConnectionEvent::new(entity, GamepadConnection::Connected(info.clone()))
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.into(),
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);
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connection_events.send(GamepadConnectionEvent::new(
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let event = GamepadConnectionEvent::new(
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entity,
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GamepadConnection::Connected(info),
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));
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GamepadConnection::Connected {
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name: pad.name().to_string(),
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vendor_id: pad.vendor_id(),
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product_id: pad.product_id(),
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},
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);
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events.send(event.clone().into());
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connection_events.send(event);
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}
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EventType::Disconnected => {
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let gamepad = gamepads
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@ -21,6 +21,7 @@ serialize = ["serde", "smol_str/serde"]
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[dependencies]
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# bevy
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bevy_app = { path = "../bevy_app", version = "0.15.0-dev", default-features = false }
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bevy_core = { path = "../bevy_core", version = "0.15.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.15.0-dev", default-features = false, features = [
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"serialize",
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] }
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@ -1,6 +1,7 @@
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//! The gamepad input functionality.
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use crate::{Axis, ButtonInput, ButtonState};
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use bevy_core::Name;
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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component::Component,
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@ -148,7 +149,7 @@ impl GamepadConnectionEvent {
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/// Is the gamepad connected?
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pub fn connected(&self) -> bool {
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matches!(self.connection, GamepadConnection::Connected(_))
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matches!(self.connection, GamepadConnection::Connected { .. })
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}
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/// Is the gamepad disconnected?
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@ -318,10 +319,10 @@ pub enum ButtonSettingsError {
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/// ```
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/// # use bevy_input::gamepad::{Gamepad, GamepadAxis, GamepadButton};
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/// # use bevy_ecs::system::Query;
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/// # use bevy_core::Name;
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/// #
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/// fn gamepad_usage_system(gamepads: Query<&Gamepad>) {
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/// for gamepad in &gamepads {
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/// let name = &gamepad.info.name;
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/// fn gamepad_usage_system(gamepads: Query<(&Name, &Gamepad)>) {
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/// for (name, gamepad) in &gamepads {
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/// println!("{name}");
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///
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/// if gamepad.digital.just_pressed(GamepadButton::North) {
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@ -338,31 +339,22 @@ pub enum ButtonSettingsError {
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug))]
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#[require(GamepadSettings)]
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pub struct Gamepad {
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/// Metadata.
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pub info: GamepadInfo,
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/// The USB vendor ID as assigned by the USB-IF, if available.
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pub vendor_id: Option<u16>,
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/// The USB product ID as assigned by the [vendor], if available.
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///
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/// [vendor]: Self::vendor_id
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pub product_id: Option<u16>,
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/// [`ButtonInput`] of [`GamepadButton`] representing their digital state
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pub digital: ButtonInput<GamepadButton>,
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/// [`Axis`] of [`GamepadButton`] representing their analog state.
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pub analog: Axis<GamepadInput>,
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}
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impl Gamepad {
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/// Creates a gamepad with the given metadata.
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pub fn new(info: GamepadInfo) -> Self {
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let mut analog = Axis::default();
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for button in GamepadButton::all().iter().copied() {
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analog.set(button, 0.0);
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}
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for axis_type in GamepadAxis::all().iter().copied() {
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analog.set(axis_type, 0.0);
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}
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Self {
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info,
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analog,
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digital: ButtonInput::default(),
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}
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}
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/// Returns the left stick as a [`Vec2`]
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pub fn left_stick(&self) -> Vec2 {
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Vec2 {
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@ -390,32 +382,23 @@ impl Gamepad {
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}
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}
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// Note that we don't expose `gilrs::Gamepad::uuid` due to
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// https://gitlab.com/gilrs-project/gilrs/-/issues/153.
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//
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/// Metadata associated with a [`Gamepad`].
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#[derive(Debug, Default, Clone, PartialEq, Eq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(
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all(feature = "serialize", feature = "bevy_reflect"),
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reflect(Serialize, Deserialize)
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)]
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pub struct GamepadInfo {
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/// The name of the gamepad.
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///
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/// This name is generally defined by the OS.
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///
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/// For example on Windows the name may be "HID-compliant game controller".
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pub name: String,
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impl Default for Gamepad {
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fn default() -> Self {
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let mut analog = Axis::default();
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for button in GamepadButton::all().iter().copied() {
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analog.set(button, 0.0);
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}
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for axis_type in GamepadAxis::all().iter().copied() {
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analog.set(axis_type, 0.0);
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}
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/// The USB vendor ID as assigned by the USB-IF, if available.
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pub vendor_id: Option<u16>,
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/// The USB product ID as assigned by the [vendor], if available.
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///
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/// [vendor]: Self::vendor_id
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pub product_id: Option<u16>,
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Self {
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vendor_id: None,
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product_id: None,
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digital: Default::default(),
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analog,
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}
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}
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}
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/// Represents gamepad input types that are mapped in the range [0.0, 1.0].
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@ -1227,12 +1210,23 @@ pub fn gamepad_connection_system(
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for connection_event in connection_events.read() {
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let id = connection_event.gamepad;
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match &connection_event.connection {
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GamepadConnection::Connected(info) => {
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GamepadConnection::Connected {
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name,
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vendor_id,
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product_id,
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} => {
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let Some(mut gamepad) = commands.get_entity(id) else {
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warn!("Gamepad {:} removed before handling connection event.", id);
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continue;
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};
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gamepad.insert(Gamepad::new(info.clone()));
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gamepad.insert((
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Name::new(name.clone()),
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Gamepad {
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vendor_id: *vendor_id,
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product_id: *product_id,
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..Default::default()
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},
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));
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info!("Gamepad {:?} connected.", id);
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}
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GamepadConnection::Disconnected => {
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@ -1250,6 +1244,9 @@ pub fn gamepad_connection_system(
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}
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}
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// Note that we don't expose `gilrs::Gamepad::uuid` due to
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// https://gitlab.com/gilrs-project/gilrs/-/issues/153.
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//
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/// The connection status of a gamepad.
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#[derive(Debug, Clone, PartialEq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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@ -1260,7 +1257,20 @@ pub fn gamepad_connection_system(
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)]
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pub enum GamepadConnection {
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/// The gamepad is connected.
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Connected(GamepadInfo),
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Connected {
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/// The name of the gamepad.
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///
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/// This name is generally defined by the OS.
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///
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/// For example on Windows the name may be "HID-compliant game controller".
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name: String,
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/// The USB vendor ID as assigned by the USB-IF, if available.
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vendor_id: Option<u16>,
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/// The USB product ID as assigned by the vendor, if available.
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product_id: Option<u16>,
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},
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/// The gamepad is disconnected.
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Disconnected,
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}
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@ -1497,8 +1507,8 @@ mod tests {
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GamepadAxis, GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent,
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GamepadButtonStateChangedEvent,
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GamepadConnection::{Connected, Disconnected},
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GamepadConnectionEvent, GamepadEvent, GamepadInfo, GamepadSettings,
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RawGamepadAxisChangedEvent, RawGamepadButtonChangedEvent, RawGamepadEvent,
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GamepadConnectionEvent, GamepadEvent, GamepadSettings, RawGamepadAxisChangedEvent,
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RawGamepadButtonChangedEvent, RawGamepadEvent,
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};
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use crate::ButtonState;
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use bevy_app::{App, PreUpdate};
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@ -1871,7 +1881,11 @@ mod tests {
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.resource_mut::<Events<GamepadConnectionEvent>>()
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.send(GamepadConnectionEvent::new(
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gamepad,
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Connected(GamepadInfo::default()),
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Connected {
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name: "Test gamepad".to_string(),
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vendor_id: None,
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product_id: None,
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},
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));
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gamepad
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}
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@ -57,7 +57,7 @@ use gamepad::{
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gamepad_connection_system, gamepad_event_processing_system, GamepadAxis,
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GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent,
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GamepadButtonStateChangedEvent, GamepadConnection, GamepadConnectionEvent, GamepadEvent,
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GamepadInfo, GamepadInput, GamepadRumbleRequest, GamepadSettings, RawGamepadAxisChangedEvent,
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GamepadInput, GamepadRumbleRequest, GamepadSettings, RawGamepadAxisChangedEvent,
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RawGamepadButtonChangedEvent, RawGamepadEvent,
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};
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@ -142,7 +142,6 @@ impl Plugin for InputPlugin {
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.register_type::<GamepadButtonChangedEvent>()
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.register_type::<GamepadAxisChangedEvent>()
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.register_type::<GamepadButtonStateChangedEvent>()
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.register_type::<GamepadInfo>()
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.register_type::<GamepadConnection>()
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.register_type::<GamepadSettings>()
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.register_type::<GamepadAxis>()
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@ -447,7 +447,7 @@ fn update_axes(
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fn update_connected(
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mut connected: EventReader<GamepadConnectionEvent>,
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gamepads: Query<(Entity, &Gamepad)>,
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gamepads: Query<(Entity, &Name), With<Gamepad>>,
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text: Single<Entity, With<ConnectedGamepadsText>>,
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mut writer: TextUiWriter,
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) {
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@ -458,7 +458,7 @@ fn update_connected(
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let formatted = gamepads
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.iter()
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.map(|(entity, gamepad)| format!("{} - {}", entity, gamepad.info.name))
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.map(|(entity, name)| format!("{} - {}", entity, name))
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.collect::<Vec<_>>()
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.join("\n");
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