bevy/examples/tools/gamepad_viewer.rs
Hennadii Chernyshchyk 282ca735ba
Use Name component for gamepad (#16233)
# Objective

Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages: 
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.

## Solution

`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.

## Testing

- Run unit tests.

---

## Migration Guide

- `GamepadInfo` no longer exists:
  -  Name now accesible via `Name` component.
  -  Other information available on `Gamepad` component directly.
  - `GamepadConnection::Connected` now stores all info fields directly.
2024-11-05 00:30:48 +00:00

470 lines
14 KiB
Rust

//! Shows a visualization of gamepad buttons, sticks, and triggers
use std::f32::consts::PI;
use bevy::{
input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
prelude::*,
sprite::Anchor,
};
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::srgb(0.3, 0.3, 0.3);
const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
#[derive(Component, Deref)]
struct ReactTo(GamepadButton);
#[derive(Component)]
struct MoveWithAxes {
x_axis: GamepadAxis,
y_axis: GamepadAxis,
scale: f32,
}
#[derive(Component)]
struct TextWithAxes {
x_axis: GamepadAxis,
y_axis: GamepadAxis,
}
#[derive(Component, Deref)]
struct TextWithButtonValue(GamepadButton);
#[derive(Component)]
struct ConnectedGamepadsText;
#[derive(Resource)]
struct ButtonMaterials {
normal: MeshMaterial2d<ColorMaterial>,
active: MeshMaterial2d<ColorMaterial>,
}
impl FromWorld for ButtonMaterials {
fn from_world(world: &mut World) -> Self {
Self {
normal: world.add_asset(NORMAL_BUTTON_COLOR).into(),
active: world.add_asset(ACTIVE_BUTTON_COLOR).into(),
}
}
}
#[derive(Resource)]
struct ButtonMeshes {
circle: Mesh2d,
triangle: Mesh2d,
start_pause: Mesh2d,
trigger: Mesh2d,
}
impl FromWorld for ButtonMeshes {
fn from_world(world: &mut World) -> Self {
Self {
circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
triangle: world
.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
.into(),
start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
}
}
}
#[derive(Bundle)]
struct GamepadButtonBundle {
mesh: Mesh2d,
material: MeshMaterial2d<ColorMaterial>,
transform: Transform,
react_to: ReactTo,
}
impl GamepadButtonBundle {
pub fn new(
button_type: GamepadButton,
mesh: Mesh2d,
material: MeshMaterial2d<ColorMaterial>,
x: f32,
y: f32,
) -> Self {
Self {
mesh,
material,
transform: Transform::from_xyz(x, y, 0.),
react_to: ReactTo(button_type),
}
}
pub fn with_rotation(mut self, angle: f32) -> Self {
self.transform.rotation = Quat::from_rotation_z(angle);
self
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.init_resource::<ButtonMeshes>()
.add_systems(
Startup,
(setup, setup_sticks, setup_triggers, setup_connected),
)
.add_systems(
Update,
(
update_buttons,
update_button_values,
update_axes,
update_connected,
),
)
.run();
}
fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
commands.spawn(Camera2d);
// Buttons
commands
.spawn((
Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
Visibility::default(),
))
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButton::North,
meshes.circle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::South,
meshes.circle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::West,
meshes.circle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButton::East,
meshes.circle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
));
});
// Start and Pause
commands.spawn(GamepadButtonBundle::new(
GamepadButton::Select,
meshes.start_pause.clone(),
materials.normal.clone(),
-30.,
BUTTONS_Y,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButton::Start,
meshes.start_pause.clone(),
materials.normal.clone(),
30.,
BUTTONS_Y,
));
// D-Pad
commands
.spawn((
Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
Visibility::default(),
))
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButton::DPadUp,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadDown,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
)
.with_rotation(PI),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadLeft,
meshes.triangle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(PI / 2.),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButton::DPadRight,
meshes.triangle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(-PI / 2.),
);
});
// Triggers
commands.spawn(GamepadButtonBundle::new(
GamepadButton::LeftTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
-BUTTONS_X,
BUTTONS_Y + 115.,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButton::RightTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
BUTTONS_X,
BUTTONS_Y + 115.,
));
}
fn setup_sticks(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
) {
// NOTE: This stops making sense because in entities because there isn't a "global" default,
// instead each gamepad has its own default setting
let gamepad_settings = GamepadSettings::default();
let dead_upper =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
let dead_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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.livezone_upperbound();
let live_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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((Transform::from_xyz(x_pos, y_pos, 0.), Visibility::default()))
.with_children(|parent| {
// full extent
parent.spawn(Sprite::from_color(
DEAD_COLOR,
Vec2::splat(STICK_BOUNDS_SIZE * 2.),
));
// live zone
parent.spawn((
Sprite::from_color(LIVE_COLOR, Vec2::splat(live_size)),
Transform::from_xyz(live_mid, live_mid, 2.),
));
// dead zone
parent.spawn((
Sprite::from_color(DEAD_COLOR, Vec2::splat(dead_size)),
Transform::from_xyz(dead_mid, dead_mid, 3.),
));
// text
let style = TextFont {
font_size: 13.,
..default()
};
parent
.spawn((
Text2d::default(),
Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
Anchor::BottomCenter,
TextWithAxes { x_axis, y_axis },
))
.with_children(|p| {
p.spawn((TextSpan(format!("{:.3}", 0.)), style.clone()));
p.spawn((TextSpan::new(", "), style.clone()));
p.spawn((TextSpan(format!("{:.3}", 0.)), style));
});
// cursor
parent.spawn((
meshes.circle.clone(),
materials.normal.clone(),
Transform::from_xyz(0., 0., 5.).with_scale(Vec2::splat(0.15).extend(1.)),
MoveWithAxes {
x_axis,
y_axis,
scale: STICK_BOUNDS_SIZE,
},
ReactTo(button),
));
});
};
spawn_stick(
-STICKS_X,
STICKS_Y,
GamepadAxis::LeftStickX,
GamepadAxis::LeftStickY,
GamepadButton::LeftThumb,
);
spawn_stick(
STICKS_X,
STICKS_Y,
GamepadAxis::RightStickX,
GamepadAxis::RightStickY,
GamepadButton::RightThumb,
);
}
fn setup_triggers(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
) {
let mut spawn_trigger = |x, y, button_type| {
commands
.spawn(GamepadButtonBundle::new(
button_type,
meshes.trigger.clone(),
materials.normal.clone(),
x,
y,
))
.with_children(|parent| {
parent.spawn((
Transform::from_xyz(0., 0., 1.),
Text(format!("{:.3}", 0.)),
TextFont {
font_size: 13.,
..default()
},
TextWithButtonValue(button_type),
));
});
};
spawn_trigger(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
}
fn setup_connected(mut commands: Commands) {
// This is UI text, unlike other text in this example which is 2d.
commands
.spawn((
Text::new("Connected Gamepads:\n"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
ConnectedGamepadsText,
))
.with_child(TextSpan::new("None"));
}
fn update_buttons(
gamepads: Query<&Gamepad>,
materials: Res<ButtonMaterials>,
mut query: Query<(&mut MeshMaterial2d<ColorMaterial>, &ReactTo)>,
) {
for gamepad in &gamepads {
for (mut handle, react_to) in query.iter_mut() {
if gamepad.digital.just_pressed(**react_to) {
*handle = materials.active.clone();
}
if gamepad.digital.just_released(**react_to) {
*handle = materials.normal.clone();
}
}
}
}
fn update_button_values(
mut events: EventReader<GamepadButtonChangedEvent>,
mut query: Query<(&mut Text2d, &TextWithButtonValue)>,
) {
for button_event in events.read() {
for (mut text, text_with_button_value) in query.iter_mut() {
if button_event.button == **text_with_button_value {
**text = format!("{:.3}", button_event.value);
}
}
}
}
fn update_axes(
mut axis_events: EventReader<GamepadAxisChangedEvent>,
mut query: Query<(&mut Transform, &MoveWithAxes)>,
text_query: Query<(Entity, &TextWithAxes)>,
mut writer: Text2dWriter,
) {
for axis_event in axis_events.read() {
let axis_type = axis_event.axis;
let value = axis_event.value;
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 (text, text_with_axes) in text_query.iter() {
if axis_type == text_with_axes.x_axis {
*writer.text(text, 1) = format!("{value:.3}");
}
if axis_type == text_with_axes.y_axis {
*writer.text(text, 3) = format!("{value:.3}");
}
}
}
}
fn update_connected(
mut connected: EventReader<GamepadConnectionEvent>,
gamepads: Query<(Entity, &Name), With<Gamepad>>,
text: Single<Entity, With<ConnectedGamepadsText>>,
mut writer: TextUiWriter,
) {
if connected.is_empty() {
return;
}
connected.clear();
let formatted = gamepads
.iter()
.map(|(entity, name)| format!("{} - {}", entity, name))
.collect::<Vec<_>>()
.join("\n");
*writer.text(*text, 1) = if !formatted.is_empty() {
formatted
} else {
"None".to_string()
}
}