//! Systems and type definitions for gamepad handling in Bevy. //! //! This crate is built on top of [GilRs](gilrs), a library //! that handles abstracting over platform-specific gamepad APIs. mod converter; mod gilrs_system; mod rumble; use bevy_app::{App, Plugin, PostUpdate, PreStartup, PreUpdate}; use bevy_ecs::prelude::*; use bevy_input::InputSystem; use bevy_utils::tracing::error; use gilrs::GilrsBuilder; use gilrs_system::{gilrs_event_startup_system, gilrs_event_system}; use rumble::{play_gilrs_rumble, RunningRumbleEffects}; /// Plugin that provides gamepad handling to an [`App`]. #[derive(Default)] pub struct GilrsPlugin; /// Updates the running gamepad rumble effects. #[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)] pub struct RumbleSystem; impl Plugin for GilrsPlugin { fn build(&self, app: &mut App) { match GilrsBuilder::new() .with_default_filters(false) .set_update_state(false) .build() { Ok(gilrs) => { app.insert_non_send_resource(gilrs) .init_non_send_resource::() .add_systems(PreStartup, gilrs_event_startup_system) .add_systems(PreUpdate, gilrs_event_system.before(InputSystem)) .add_systems(PostUpdate, play_gilrs_rumble.in_set(RumbleSystem)); } Err(err) => error!("Failed to start Gilrs. {}", err), } } }