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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)
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10
Cargo.toml
10
Cargo.toml
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@ -1340,6 +1340,16 @@ description = "A simple way to view glTF models with Bevy. Just run `cargo run -
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category = "Tools"
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wasm = true
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[[example]]
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name = "gamepad_viewer"
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path = "examples/tools/gamepad_viewer.rs"
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[package.metadata.example.gamepad_viewer]
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name = "Gamepad Viewer"
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description = "Shows a visualization of gamepad buttons, sticks, and triggers"
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category = "Tools"
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wasm = false
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# Transforms
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[[example]]
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name = "global_vs_local_translation"
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@ -291,6 +291,7 @@ Example | Description
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Example | Description
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--- | ---
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[Gamepad Viewer](../examples/tools/gamepad_viewer.rs) | Shows a visualization of gamepad buttons, sticks, and triggers
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[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
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## Transforms
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519
examples/tools/gamepad_viewer.rs
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519
examples/tools/gamepad_viewer.rs
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@ -0,0 +1,519 @@
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//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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input::gamepad::{GamepadButton, GamepadSettings},
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
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const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
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const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const EXTENT_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const TEXT_COLOR: Color = Color::WHITE;
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
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Self {
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normal: materials.add(ColorMaterial::from(NORMAL_BUTTON_COLOR)),
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active: materials.add(ColorMaterial::from(ACTIVE_BUTTON_COLOR)),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.resource_mut::<Assets<Mesh>>();
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Self {
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circle: meshes.add(shape::Circle::new(BUTTON_RADIUS).into()).into(),
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triangle: meshes
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.add(shape::RegularPolygon::new(BUTTON_RADIUS, 3).into())
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.into(),
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start_pause: meshes.add(shape::Quad::new(START_SIZE).into()).into(),
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trigger: meshes.add(shape::Quad::new(TRIGGER_SIZE).into()).into(),
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}
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}
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}
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#[derive(Resource, Deref)]
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struct FontHandle(Handle<Font>);
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impl FromWorld for FontHandle {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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Self(asset_server.load("fonts/FiraSans-Bold.ttf"))
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.init_resource::<FontHandle>()
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.add_startup_system(setup)
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.add_startup_system(setup_sticks)
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.add_startup_system(setup_triggers)
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.add_startup_system(setup_connected)
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.add_system(update_buttons)
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.add_system(update_button_values)
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.add_system(update_axes)
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.add_system(update_connected)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., BUTTON_CLUSTER_RADIUS, 0.),
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..default()
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},
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ReactTo(GamepadButtonType::North),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., -BUTTON_CLUSTER_RADIUS, 0.),
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..default()
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},
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ReactTo(GamepadButtonType::South),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(-BUTTON_CLUSTER_RADIUS, 0., 0.),
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..default()
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},
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ReactTo(GamepadButtonType::West),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(BUTTON_CLUSTER_RADIUS, 0., 0.),
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..default()
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},
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ReactTo(GamepadButtonType::East),
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));
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});
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// Start and Pause
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.start_pause.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(-30., BUTTONS_Y, 0.),
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..default()
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},
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ReactTo(GamepadButtonType::Select),
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));
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.start_pause.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(30., BUTTONS_Y, 0.),
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..default()
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},
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ReactTo(GamepadButtonType::Start),
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.triangle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., BUTTON_CLUSTER_RADIUS, 0.),
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..default()
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},
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ReactTo(GamepadButtonType::DPadUp),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.triangle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., -BUTTON_CLUSTER_RADIUS, 0.)
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.with_rotation(Quat::from_rotation_z(PI)),
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..default()
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},
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ReactTo(GamepadButtonType::DPadDown),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.triangle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(-BUTTON_CLUSTER_RADIUS, 0., 0.)
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.with_rotation(Quat::from_rotation_z(PI / 2.)),
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..default()
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},
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ReactTo(GamepadButtonType::DPadLeft),
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));
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.triangle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(BUTTON_CLUSTER_RADIUS, 0., 0.)
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.with_rotation(Quat::from_rotation_z(-PI / 2.)),
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..default()
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},
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ReactTo(GamepadButtonType::DPadRight),
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));
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});
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// Triggers
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.trigger.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y + 115., 0.),
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..default()
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},
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ReactTo(GamepadButtonType::LeftTrigger),
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));
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.trigger.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y + 115., 0.),
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..default()
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},
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ReactTo(GamepadButtonType::RightTrigger),
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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font: Res<FontHandle>,
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) {
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let dead_upper = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.positive_low;
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let dead_lower = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.negative_low;
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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let live_upper = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.positive_high;
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let live_lower = STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.negative_high;
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(x_pos, y_pos, 0.),
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..default()
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})
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.with_children(|parent| {
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// full extent
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parent.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
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color: EXTENT_COLOR,
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..default()
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},
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..default()
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});
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// live zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(live_mid, live_mid, 2.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(live_size, live_size)),
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color: LIVE_COLOR,
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..default()
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},
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..default()
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});
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// dead zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(dead_size, dead_size)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// text
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let style = TextStyle {
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font_size: 16.,
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color: TEXT_COLOR,
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font: font.clone(),
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};
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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text: Text::from_sections([
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TextSection {
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value: format!("{:.3}", 0.),
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style: style.clone(),
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},
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TextSection {
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value: ", ".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: format!("{:.3}", 0.),
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style,
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},
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])
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.with_alignment(TextAlignment::BOTTOM_CENTER),
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..default()
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},
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TextWithAxes { x_axis, y_axis },
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));
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// cursor
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., 0., 5.)
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.with_scale(Vec2::splat(0.2).extend(1.)),
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..default()
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},
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MoveWithAxes {
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x_axis,
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y_axis,
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scale: STICK_BOUNDS_SIZE,
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},
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ReactTo(button),
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));
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});
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};
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spawn_stick(
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-STICKS_X,
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STICKS_Y,
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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GamepadButtonType::LeftThumb,
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);
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spawn_stick(
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STICKS_X,
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STICKS_Y,
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GamepadAxisType::RightStickX,
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GamepadAxisType::RightStickY,
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GamepadButtonType::RightThumb,
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);
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}
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fn setup_triggers(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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font: Res<FontHandle>,
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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.trigger.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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ReactTo(button_type),
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))
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.with_children(|parent| {
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., 0., 1.),
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text: Text::from_section(
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format!("{:.3}", 0.),
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TextStyle {
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font: font.clone(),
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font_size: 16.,
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color: TEXT_COLOR,
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},
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)
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.with_alignment(TextAlignment::CENTER),
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..default()
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},
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TextWithButtonValue(button_type),
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));
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});
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};
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spawn_trigger(
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-BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::LeftTrigger2,
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);
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spawn_trigger(
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BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::RightTrigger2,
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);
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}
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fn setup_connected(mut commands: Commands, font: Res<FontHandle>) {
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let style = TextStyle {
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color: TEXT_COLOR,
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font_size: 30.,
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font: font.clone(),
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};
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commands.spawn((
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TextBundle::from_sections([
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TextSection {
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value: "Connected Gamepads\n".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: "None".to_string(),
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style,
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},
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]),
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ConnectedGamepadsText,
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));
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}
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fn update_buttons(
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gamepads: Res<Gamepads>,
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button_inputs: Res<Input<GamepadButton>>,
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materials: Res<ButtonMaterials>,
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mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
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) {
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for gamepad in gamepads.iter() {
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for (mut handle, react_to) in query.iter_mut() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.active.clone();
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}
|
||||
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()
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue