Add a Gamepad Viewer tool to examples (#6074)

# Objective

Give folks an easy way to test their gamepad with bevy.

~~This is a lot of very boring code for an example. Maybe it belongs in the "tools" directory?~~

## Solution

https://user-images.githubusercontent.com/200550/191884342-ace213c0-b423-449a-9295-530cbceaa19e.mp4

## Notes

This has brought to light (to me, anyway) some fairly major issues with gamepads on the web. See:

[WASM mappings (gilrs issue 107)](https://gitlab.com/gilrs-project/gilrs/-/issues/107)
[Inaccurate value for trigger button of Xbox gamepad with WASM (gilrs issue 121)](https://gitlab.com/gilrs-project/gilrs/-/issues/121)
This commit is contained in:
Rob Parrett 2022-09-24 13:21:01 +00:00
parent b91945b54d
commit e7cd9c1b86
3 changed files with 530 additions and 0 deletions

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@ -1340,6 +1340,16 @@ description = "A simple way to view glTF models with Bevy. Just run `cargo run -
category = "Tools" category = "Tools"
wasm = true wasm = true
[[example]]
name = "gamepad_viewer"
path = "examples/tools/gamepad_viewer.rs"
[package.metadata.example.gamepad_viewer]
name = "Gamepad Viewer"
description = "Shows a visualization of gamepad buttons, sticks, and triggers"
category = "Tools"
wasm = false
# Transforms # Transforms
[[example]] [[example]]
name = "global_vs_local_translation" name = "global_vs_local_translation"

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@ -291,6 +291,7 @@ Example | Description
Example | Description Example | Description
--- | --- --- | ---
[Gamepad Viewer](../examples/tools/gamepad_viewer.rs) | Shows a visualization of gamepad buttons, sticks, and triggers
[Scene Viewer](../examples/tools/scene_viewer.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory [Scene Viewer](../examples/tools/scene_viewer.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory
## Transforms ## Transforms

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@ -0,0 +1,519 @@
//! Shows a visualization of gamepad buttons, sticks, and triggers
use std::f32::consts::PI;
use bevy::{
input::gamepad::{GamepadButton, GamepadSettings},
prelude::*,
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
const BUTTON_RADIUS: f32 = 25.;
const BUTTON_CLUSTER_RADIUS: f32 = 50.;
const START_SIZE: Vec2 = Vec2::new(30., 15.);
const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
const STICK_BOUNDS_SIZE: f32 = 100.;
const BUTTONS_X: f32 = 150.;
const BUTTONS_Y: f32 = 80.;
const STICKS_X: f32 = 150.;
const STICKS_Y: f32 = -135.;
const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
const DEAD_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
const EXTENT_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
const TEXT_COLOR: Color = Color::WHITE;
#[derive(Component, Deref)]
struct ReactTo(GamepadButtonType);
#[derive(Component)]
struct MoveWithAxes {
x_axis: GamepadAxisType,
y_axis: GamepadAxisType,
scale: f32,
}
#[derive(Component)]
struct TextWithAxes {
x_axis: GamepadAxisType,
y_axis: GamepadAxisType,
}
#[derive(Component, Deref)]
struct TextWithButtonValue(GamepadButtonType);
#[derive(Component)]
struct ConnectedGamepadsText;
#[derive(Resource)]
struct ButtonMaterials {
normal: Handle<ColorMaterial>,
active: Handle<ColorMaterial>,
}
impl FromWorld for ButtonMaterials {
fn from_world(world: &mut World) -> Self {
let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
Self {
normal: materials.add(ColorMaterial::from(NORMAL_BUTTON_COLOR)),
active: materials.add(ColorMaterial::from(ACTIVE_BUTTON_COLOR)),
}
}
}
#[derive(Resource)]
struct ButtonMeshes {
circle: Mesh2dHandle,
triangle: Mesh2dHandle,
start_pause: Mesh2dHandle,
trigger: Mesh2dHandle,
}
impl FromWorld for ButtonMeshes {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.resource_mut::<Assets<Mesh>>();
Self {
circle: meshes.add(shape::Circle::new(BUTTON_RADIUS).into()).into(),
triangle: meshes
.add(shape::RegularPolygon::new(BUTTON_RADIUS, 3).into())
.into(),
start_pause: meshes.add(shape::Quad::new(START_SIZE).into()).into(),
trigger: meshes.add(shape::Quad::new(TRIGGER_SIZE).into()).into(),
}
}
}
#[derive(Resource, Deref)]
struct FontHandle(Handle<Font>);
impl FromWorld for FontHandle {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
Self(asset_server.load("fonts/FiraSans-Bold.ttf"))
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.init_resource::<ButtonMeshes>()
.init_resource::<FontHandle>()
.add_startup_system(setup)
.add_startup_system(setup_sticks)
.add_startup_system(setup_triggers)
.add_startup_system(setup_connected)
.add_system(update_buttons)
.add_system(update_button_values)
.add_system(update_axes)
.add_system(update_connected)
.run();
}
fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
commands.spawn(Camera2dBundle::default());
// Buttons
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., BUTTON_CLUSTER_RADIUS, 0.),
..default()
},
ReactTo(GamepadButtonType::North),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., -BUTTON_CLUSTER_RADIUS, 0.),
..default()
},
ReactTo(GamepadButtonType::South),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(-BUTTON_CLUSTER_RADIUS, 0., 0.),
..default()
},
ReactTo(GamepadButtonType::West),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(BUTTON_CLUSTER_RADIUS, 0., 0.),
..default()
},
ReactTo(GamepadButtonType::East),
));
});
// Start and Pause
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.start_pause.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(-30., BUTTONS_Y, 0.),
..default()
},
ReactTo(GamepadButtonType::Select),
));
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.start_pause.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(30., BUTTONS_Y, 0.),
..default()
},
ReactTo(GamepadButtonType::Start),
));
// D-Pad
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.triangle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., BUTTON_CLUSTER_RADIUS, 0.),
..default()
},
ReactTo(GamepadButtonType::DPadUp),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.triangle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., -BUTTON_CLUSTER_RADIUS, 0.)
.with_rotation(Quat::from_rotation_z(PI)),
..default()
},
ReactTo(GamepadButtonType::DPadDown),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.triangle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(-BUTTON_CLUSTER_RADIUS, 0., 0.)
.with_rotation(Quat::from_rotation_z(PI / 2.)),
..default()
},
ReactTo(GamepadButtonType::DPadLeft),
));
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.triangle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(BUTTON_CLUSTER_RADIUS, 0., 0.)
.with_rotation(Quat::from_rotation_z(-PI / 2.)),
..default()
},
ReactTo(GamepadButtonType::DPadRight),
));
});
// Triggers
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.trigger.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y + 115., 0.),
..default()
},
ReactTo(GamepadButtonType::LeftTrigger),
));
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.trigger.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y + 115., 0.),
..default()
},
ReactTo(GamepadButtonType::RightTrigger),
));
}
fn setup_sticks(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
gamepad_settings: Res<GamepadSettings>,
font: Res<FontHandle>,
) {
let dead_upper = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.positive_low;
let dead_lower = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.negative_low;
let dead_size = dead_lower.abs() + dead_upper.abs();
let dead_mid = (dead_lower + dead_upper) / 2.0;
let live_upper = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.positive_high;
let live_lower = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.negative_high;
let live_size = live_lower.abs() + live_upper.abs();
let live_mid = (live_lower + live_upper) / 2.0;
let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(x_pos, y_pos, 0.),
..default()
})
.with_children(|parent| {
// full extent
parent.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
color: EXTENT_COLOR,
..default()
},
..default()
});
// live zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(live_mid, live_mid, 2.),
sprite: Sprite {
custom_size: Some(Vec2::new(live_size, live_size)),
color: LIVE_COLOR,
..default()
},
..default()
});
// dead zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
sprite: Sprite {
custom_size: Some(Vec2::new(dead_size, dead_size)),
color: DEAD_COLOR,
..default()
},
..default()
});
// text
let style = TextStyle {
font_size: 16.,
color: TEXT_COLOR,
font: font.clone(),
};
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
text: Text::from_sections([
TextSection {
value: format!("{:.3}", 0.),
style: style.clone(),
},
TextSection {
value: ", ".to_string(),
style: style.clone(),
},
TextSection {
value: format!("{:.3}", 0.),
style,
},
])
.with_alignment(TextAlignment::BOTTOM_CENTER),
..default()
},
TextWithAxes { x_axis, y_axis },
));
// cursor
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., 0., 5.)
.with_scale(Vec2::splat(0.2).extend(1.)),
..default()
},
MoveWithAxes {
x_axis,
y_axis,
scale: STICK_BOUNDS_SIZE,
},
ReactTo(button),
));
});
};
spawn_stick(
-STICKS_X,
STICKS_Y,
GamepadAxisType::LeftStickX,
GamepadAxisType::LeftStickY,
GamepadButtonType::LeftThumb,
);
spawn_stick(
STICKS_X,
STICKS_Y,
GamepadAxisType::RightStickX,
GamepadAxisType::RightStickY,
GamepadButtonType::RightThumb,
);
}
fn setup_triggers(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
font: Res<FontHandle>,
) {
let mut spawn_trigger = |x, y, button_type| {
commands
.spawn((
MaterialMesh2dBundle {
mesh: meshes.trigger.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(x, y, 0.),
..default()
},
ReactTo(button_type),
))
.with_children(|parent| {
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., 0., 1.),
text: Text::from_section(
format!("{:.3}", 0.),
TextStyle {
font: font.clone(),
font_size: 16.,
color: TEXT_COLOR,
},
)
.with_alignment(TextAlignment::CENTER),
..default()
},
TextWithButtonValue(button_type),
));
});
};
spawn_trigger(
-BUTTONS_X,
BUTTONS_Y + 145.,
GamepadButtonType::LeftTrigger2,
);
spawn_trigger(
BUTTONS_X,
BUTTONS_Y + 145.,
GamepadButtonType::RightTrigger2,
);
}
fn setup_connected(mut commands: Commands, font: Res<FontHandle>) {
let style = TextStyle {
color: TEXT_COLOR,
font_size: 30.,
font: font.clone(),
};
commands.spawn((
TextBundle::from_sections([
TextSection {
value: "Connected Gamepads\n".to_string(),
style: style.clone(),
},
TextSection {
value: "None".to_string(),
style,
},
]),
ConnectedGamepadsText,
));
}
fn update_buttons(
gamepads: Res<Gamepads>,
button_inputs: Res<Input<GamepadButton>>,
materials: Res<ButtonMaterials>,
mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
) {
for gamepad in gamepads.iter() {
for (mut handle, react_to) in query.iter_mut() {
if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
*handle = materials.active.clone();
}
if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
*handle = materials.normal.clone();
}
}
}
}
fn update_button_values(
mut events: EventReader<GamepadEvent>,
mut query: Query<(&mut Text, &TextWithButtonValue)>,
) {
for event in events.iter() {
if let GamepadEventType::ButtonChanged(button_type, value) = event.event_type {
for (mut text, text_with_button_value) in query.iter_mut() {
if button_type == **text_with_button_value {
text.sections[0].value = format!("{:.3}", value);
}
}
}
}
}
fn update_axes(
mut events: EventReader<GamepadEvent>,
mut query: Query<(&mut Transform, &MoveWithAxes)>,
mut text_query: Query<(&mut Text, &TextWithAxes)>,
) {
for event in events.iter() {
if let GamepadEventType::AxisChanged(axis_type, value) = event.event_type {
for (mut transform, move_with) in query.iter_mut() {
if axis_type == move_with.x_axis {
transform.translation.x = value * move_with.scale;
}
if axis_type == move_with.y_axis {
transform.translation.y = value * move_with.scale;
}
}
for (mut text, text_with_axes) in text_query.iter_mut() {
if axis_type == text_with_axes.x_axis {
text.sections[0].value = format!("{:.3}", value);
}
if axis_type == text_with_axes.y_axis {
text.sections[2].value = format!("{:.3}", value);
}
}
}
}
}
fn update_connected(
gamepads: Res<Gamepads>,
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
) {
if !gamepads.is_changed() {
return;
}
let mut text = query.single_mut();
let formatted = gamepads
.iter()
.map(|g| format!("{:?}", g))
.collect::<Vec<_>>()
.join("\n");
text.sections[1].value = if !formatted.is_empty() {
formatted
} else {
"None".to_string()
}
}