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Document gamepad.rs
(#5548)
# Objective - Fixes #5544 - Part of the splitting process of #3692. ## Solution - Document everything in the `gamepad.rs` file. - Add a doc example for mocking gamepad input. --- ## Changelog - Added and updated the documentation inside of the `gamepad.rs` file.
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1 changed files with 385 additions and 15 deletions
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@ -3,65 +3,115 @@ use bevy_ecs::event::{EventReader, EventWriter};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_utils::{tracing::info, HashMap, HashSet};
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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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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct Gamepad {
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/// The `ID` of the gamepad.
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pub id: usize,
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}
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impl Gamepad {
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/// Creates a new [`Gamepad`].
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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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#[derive(Default, Debug)]
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/// Container of unique connected [`Gamepad`]s
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/// A collection of connected [`Gamepad`]s.
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///
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/// [`Gamepad`]s are registered and deregistered in [`gamepad_connection_system`]
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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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#[derive(Default, Debug)]
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pub struct Gamepads {
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/// The collection of the connected [`Gamepad`]s.
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gamepads: HashSet<Gamepad>,
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}
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impl Gamepads {
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/// Returns true if the [Gamepads] contains a [Gamepad].
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/// Returns `true` if the `gamepad` is connected.
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pub fn contains(&self, gamepad: &Gamepad) -> bool {
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self.gamepads.contains(gamepad)
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}
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/// Iterates over registered [Gamepad]s
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/// An iterator visiting all connected [`Gamepad`]s in arbitrary order.
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pub fn iter(&self) -> impl Iterator<Item = &Gamepad> + '_ {
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self.gamepads.iter()
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}
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/// Registers [Gamepad].
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/// Registers the `gamepad` marking it as connected.
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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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/// Deregisters [Gamepad.
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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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}
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}
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/// The data contained in a [`GamepadEvent`] or [`GamepadEventRaw`].
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#[derive(Debug, Clone, PartialEq)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub enum GamepadEventType {
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/// A [`Gamepad`] has been connected.
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Connected,
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/// A [`Gamepad`] has been disconnected.
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Disconnected,
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/// The value of a [`Gamepad`] button has changed.
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ButtonChanged(GamepadButtonType, f32),
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/// The value of a [`Gamepad`] axis has changed.
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AxisChanged(GamepadAxisType, f32),
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}
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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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#[derive(Debug, Clone, PartialEq)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct GamepadEvent {
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/// The gamepad this event corresponds to.
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pub gamepad: Gamepad,
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/// The type of the event.
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pub event_type: GamepadEventType,
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}
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impl GamepadEvent {
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/// Creates a new [`GamepadEvent`].
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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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@ -70,14 +120,100 @@ impl GamepadEvent {
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}
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}
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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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/// #
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/// // This system sets the `bool` resource to `true` if the `South` button
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/// // of the first gamepad is pressed.
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/// fn change_resource_on_gamepad_button_press(
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/// mut my_resource: ResMut<bool>,
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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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/// let gamepad_button= GamepadButton::new(*gamepad, GamepadButtonType::South);
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///
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/// *my_resource = button_inputs.pressed(gamepad_button);
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/// }
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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.
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/// app.add_plugin(InputPlugin)
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/// .insert_resource(false)
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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.
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/// // In this example we are checking if the `bool` resource was updated from `false` to `true`.
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/// assert!(app.world.resource::<bool>());
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///
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/// // Send the gamepad input event to mark the `South` gamepad button as released.
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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, 0.0)
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/// ));
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///
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/// // Advance the execution of the schedule by another cycle.
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/// app.update();
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///
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/// // Check if the `bool` resource was updated from `true` to `false`.
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/// assert!(!app.world.resource::<bool>());
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/// #
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/// # bevy_ecs::system::assert_is_system(change_resource_on_gamepad_button_press);
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/// ```
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#[derive(Debug, Clone, PartialEq)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct GamepadEventRaw {
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/// The gamepad this event corresponds to.
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pub gamepad: Gamepad,
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/// The type of the event.
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pub event_type: GamepadEventType,
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}
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impl GamepadEventRaw {
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/// Creates a new [`GamepadEventRaw`].
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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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}
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}
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/// A type of a [`GamepadButton`].
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///
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/// ## Usage
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///
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/// This is used to determine which button has changed its value when receiving a
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/// [`GamepadEventType::ButtonChanged`]. It is also used in the [`GamepadButton`]
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/// which in turn is used to create the [`Input<GamepadButton>`] or
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/// [`Axis<GamepadButton>`] `bevy` resources.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub enum GamepadButtonType {
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/// The bottom action button of the action pad (i.e. PS: Cross, Xbox: A).
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South,
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/// The right action button of the action pad (i.e. PS: Circle, Xbox: B).
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East,
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/// The upper action button of the action pad (i.e. PS: Triangle, Xbox: Y).
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North,
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/// The left action button of the action pad (i.e. PS: Square, Xbox: X).
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West,
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/// The C button.
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C,
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/// The Z button.
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Z,
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/// The first left trigger.
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LeftTrigger,
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/// The second left trigger.
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LeftTrigger2,
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/// The first right trigger.
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RightTrigger,
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/// The second right trigger.
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RightTrigger2,
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/// The select button.
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Select,
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/// The start button.
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Start,
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/// The mode button.
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Mode,
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/// The left thumb stick button.
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LeftThumb,
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/// The right thumb stick button.
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RightThumb,
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/// The up button of the D-Pad.
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DPadUp,
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/// The down button of the D-Pad.
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DPadDown,
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/// The left button of the D-Pad.
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DPadLeft,
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/// The right button of the D-Pad.
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DPadRight,
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}
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/// A button of a [`Gamepad`].
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///
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/// ## Usage
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///
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/// It is used as the generic `T` value of an [`Input`] and [`Axis`] to create `bevy` resources. These
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/// resources store the data of the buttons and axes of a gamepad and can be accessed inside of a system.
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///
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/// ## Updating
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///
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/// The resources are updated inside of the [`gamepad_event_system`].
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct GamepadButton {
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/// The gamepad on which the button is located on.
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pub gamepad: Gamepad,
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/// The type of the button.
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pub button_type: GamepadButtonType,
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}
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impl GamepadButton {
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/// Creates a new [`GamepadButton`].
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_input::gamepad::{GamepadButton, GamepadButtonType, Gamepad};
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/// #
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/// let gamepad_button = GamepadButton::new(
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/// Gamepad::new(1),
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/// GamepadButtonType::South,
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/// );
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/// ```
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pub fn new(gamepad: Gamepad, button_type: GamepadButtonType) -> Self {
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Self {
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gamepad,
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}
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}
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/// A type of a [`GamepadAxis`].
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///
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/// ## Usage
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///
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/// This is used to determine which axis has changed its value when receiving a
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/// [`GamepadEventType::AxisChanged`]. It is also used in the [`GamepadAxis`]
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/// which in turn is used to create the [`Axis<GamepadAxis>`] `bevy` resource.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub enum GamepadAxisType {
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/// The horizontal value of the left stick.
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LeftStickX,
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/// The vertical value of the left stick.
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LeftStickY,
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/// The value of the left `Z` button.
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LeftZ,
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/// The horizontal value of the right stick.
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RightStickX,
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/// The vertical value of the right stick.
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RightStickY,
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/// The value of the right `Z` button.
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RightZ,
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}
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/// An axis of a [`Gamepad`].
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///
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/// ## Usage
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///
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/// It is used as the generic `T` value of an [`Axis`] to create a `bevy` resource. This resource
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/// stores the data of the axes of a gamepad and can be accessed inside of a system.
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///
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/// ## Updating
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///
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/// The resource is updated inside of the [`gamepad_event_system`].
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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pub struct GamepadAxis {
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/// The gamepad on which the axis is located on.
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pub gamepad: Gamepad,
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/// The type of the axis.
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pub axis_type: GamepadAxisType,
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}
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impl GamepadAxis {
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/// Creates a new [`GamepadAxis`].
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_input::gamepad::{GamepadAxis, GamepadAxisType, Gamepad};
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/// #
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/// let gamepad_axis = GamepadAxis::new(
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/// Gamepad::new(1),
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/// GamepadAxisType::LeftStickX,
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/// );
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/// ```
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pub fn new(gamepad: Gamepad, axis_type: GamepadAxisType) -> Self {
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Self { gamepad, axis_type }
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}
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}
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/// Settings for all [`Gamepad`]s.
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///
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/// ## Usage
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///
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/// It is used to create a `bevy` resource that stores the settings of every [`GamepadButton`] and
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/// [`GamepadAxis`]. If no user defined [`ButtonSettings`], [`AxisSettings`], or [`ButtonAxisSettings`]
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/// are defined, the default settings of each are used as a fallback accordingly.
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///
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/// ## Note
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///
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/// The [`GamepadSettings`] are used inside of the [`gamepad_event_system`], but are never written to
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/// inside of `bevy`. To modify these settings, mutate the corresponding resource.
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#[derive(Default, Debug)]
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pub struct GamepadSettings {
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/// The default button settings.
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pub default_button_settings: ButtonSettings,
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/// The default axis settings.
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pub default_axis_settings: AxisSettings,
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/// The default button axis settings.
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pub default_button_axis_settings: ButtonAxisSettings,
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/// The user defined button settings.
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pub button_settings: HashMap<GamepadButton, ButtonSettings>,
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/// The user defined axis settings.
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pub axis_settings: HashMap<GamepadAxis, AxisSettings>,
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/// The user defined button axis settings.
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pub button_axis_settings: HashMap<GamepadButton, ButtonAxisSettings>,
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}
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impl GamepadSettings {
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/// Returns the [`ButtonSettings`] of the `button`.
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///
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/// If no user defined [`ButtonSettings`] are specified the default [`ButtonSettings`] get returned.
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_input::gamepad::{GamepadSettings, GamepadButton, Gamepad, GamepadButtonType};
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/// #
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/// # let settings = GamepadSettings::default();
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/// let button = GamepadButton::new(Gamepad::new(1), GamepadButtonType::South);
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/// let button_settings = settings.get_button_settings(button);
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/// ```
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pub fn get_button_settings(&self, button: GamepadButton) -> &ButtonSettings {
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self.button_settings
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.get(&button)
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.unwrap_or(&self.default_button_settings)
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}
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/// Returns the [`AxisSettings`] of the `axis`.
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///
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/// If no user defined [`AxisSettings`] are specified the default [`AxisSettings`] get returned.
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_input::gamepad::{GamepadSettings, GamepadAxis, Gamepad, GamepadAxisType};
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/// #
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/// # let settings = GamepadSettings::default();
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/// let axis = GamepadAxis::new(Gamepad::new(1), GamepadAxisType::LeftStickX);
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/// let axis_settings = settings.get_axis_settings(axis);
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/// ```
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pub fn get_axis_settings(&self, axis: GamepadAxis) -> &AxisSettings {
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self.axis_settings
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.get(&axis)
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.unwrap_or(&self.default_axis_settings)
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}
|
||||
|
||||
/// 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);
|
||||
/// ```
|
||||
pub fn get_button_axis_settings(&self, button: GamepadButton) -> &ButtonAxisSettings {
|
||||
self.button_axis_settings
|
||||
.get(&button)
|
||||
|
@ -180,9 +466,22 @@ impl GamepadSettings {
|
|||
}
|
||||
}
|
||||
|
||||
/// 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.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ButtonSettings {
|
||||
/// The threshold for the button to be considered as pressed.
|
||||
pub press: f32,
|
||||
/// The threshold for the button to be considered as released.
|
||||
pub release: f32,
|
||||
}
|
||||
|
||||
|
@ -196,30 +495,49 @@ impl Default for ButtonSettings {
|
|||
}
|
||||
|
||||
impl ButtonSettings {
|
||||
/// 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.
|
||||
fn is_pressed(&self, value: f32) -> bool {
|
||||
value >= self.press
|
||||
}
|
||||
|
||||
/// 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.
|
||||
fn is_released(&self, value: f32) -> bool {
|
||||
value <= self.release
|
||||
}
|
||||
}
|
||||
|
||||
/// Defines the sensitivity range and threshold for an axis.
|
||||
/// Settings for a [`GamepadAxis`].
|
||||
///
|
||||
/// Values that are lower than `negative_high` will be rounded to -1.0.
|
||||
/// Values that are higher than `positive_high` will be rounded to 1.0.
|
||||
/// Values that are in-between `negative_low` and `positive_low` will be rounded to 0.0.
|
||||
/// Otherwise, values will not be rounded.
|
||||
/// It is used inside of the [`GamepadSettings`] to define the sensitivity range and
|
||||
/// threshold for an axis.
|
||||
///
|
||||
/// ## 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.
|
||||
///
|
||||
/// The valid range is from -1.0 to 1.0, inclusive.
|
||||
///
|
||||
/// ## Updating
|
||||
///
|
||||
/// The current value of an axis is received through the [`GamepadEvent`]s or [`GamepadEventRaw`]s.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct AxisSettings {
|
||||
/// The positive high value at which to apply rounding.
|
||||
pub positive_high: f32,
|
||||
/// The positive low value at which to apply rounding.
|
||||
pub positive_low: f32,
|
||||
/// The negative high value at which to apply rounding.
|
||||
pub negative_high: f32,
|
||||
/// The negative low value at which to apply rounding.
|
||||
pub negative_low: f32,
|
||||
///`threshold` defines the minimum difference between old and new values to apply the changes.
|
||||
/// The threshold defining the minimum difference between the old and new values to apply the changes.
|
||||
pub threshold: f32,
|
||||
}
|
||||
|
||||
|
@ -236,6 +554,16 @@ impl Default for AxisSettings {
|
|||
}
|
||||
|
||||
impl AxisSettings {
|
||||
/// 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.
|
||||
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
|
||||
let new_value = if new_value <= self.positive_low && new_value >= self.negative_low {
|
||||
0.0
|
||||
|
@ -257,10 +585,29 @@ impl AxisSettings {
|
|||
}
|
||||
}
|
||||
|
||||
/// 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.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ButtonAxisSettings {
|
||||
/// The high value at which to apply rounding.
|
||||
pub high: f32,
|
||||
/// The low value at which to apply rounding.
|
||||
pub low: f32,
|
||||
/// The threshold to apply rounding.
|
||||
pub threshold: f32,
|
||||
}
|
||||
|
||||
|
@ -275,6 +622,15 @@ impl Default for ButtonAxisSettings {
|
|||
}
|
||||
|
||||
impl ButtonAxisSettings {
|
||||
/// 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.
|
||||
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
|
||||
let new_value = if new_value <= self.low {
|
||||
0.0
|
||||
|
@ -294,9 +650,11 @@ impl ButtonAxisSettings {
|
|||
}
|
||||
}
|
||||
|
||||
/// Monitors gamepad connection and disconnection events, updating the [`Gamepads`] resource accordingly
|
||||
/// Monitors gamepad connection and disconnection events and updates the [`Gamepads`] resource accordingly.
|
||||
///
|
||||
/// By default, runs during `CoreStage::PreUpdate` when added via [`InputPlugin`](crate::InputPlugin).
|
||||
/// ## Note
|
||||
///
|
||||
/// Whenever a [`Gamepad`] connects or disconnects, an information gets printed to the console using the [`info!`] macro.
|
||||
pub fn gamepad_connection_system(
|
||||
mut gamepads: ResMut<Gamepads>,
|
||||
mut gamepad_event: EventReader<GamepadEvent>,
|
||||
|
@ -316,6 +674,16 @@ pub fn gamepad_connection_system(
|
|||
}
|
||||
}
|
||||
|
||||
/// 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`].
|
||||
pub fn gamepad_event_system(
|
||||
mut button_input: ResMut<Input<GamepadButton>>,
|
||||
mut axis: ResMut<Axis<GamepadAxis>>,
|
||||
|
@ -388,6 +756,7 @@ pub fn gamepad_event_system(
|
|||
}
|
||||
}
|
||||
|
||||
/// An array of every [`GamepadButtonType`] variant.
|
||||
const ALL_BUTTON_TYPES: [GamepadButtonType; 19] = [
|
||||
GamepadButtonType::South,
|
||||
GamepadButtonType::East,
|
||||
|
@ -410,6 +779,7 @@ const ALL_BUTTON_TYPES: [GamepadButtonType; 19] = [
|
|||
GamepadButtonType::DPadRight,
|
||||
];
|
||||
|
||||
/// An array of every [`GamepadAxisType`] variant.
|
||||
const ALL_AXIS_TYPES: [GamepadAxisType; 6] = [
|
||||
GamepadAxisType::LeftStickX,
|
||||
GamepadAxisType::LeftStickY,
|
||||
|
|
Loading…
Add table
Reference in a new issue