mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
a1e442cd2a
# Objective Provide the ability to trigger controller rumbling (force-feedback) with a cross-platform API. ## Solution This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a system in `bevy_gilrs` to read them and rumble controllers accordingly. It's a relatively primitive API with a `duration` in seconds and `GamepadRumbleIntensity` with values for the weak and strong gamepad motors. It's is an almost 1-to-1 mapping to platform APIs. Some platforms refer to these motors as left and right, and low frequency and high frequency, but by convention, they're usually the same. I used #3868 as a starting point, updated to main, removed the low-level gilrs effect API, and moved the requests to `bevy_input` and exposed the strong and weak intensities. I intend this to hopefully be a non-controversial cross-platform starting point we can build upon to eventually support more fine-grained control (closer to the gilrs effect API) --- ## Changelog ### Added - Gamepads can now be rumbled by sending the `GamepadRumbleRequest` event. --------- Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
78 lines
2.7 KiB
Rust
78 lines
2.7 KiB
Rust
//! Shows how to trigger force-feedback, making gamepads rumble when buttons are
|
|
//! pressed.
|
|
|
|
use bevy::{
|
|
input::gamepad::{GamepadRumbleIntensity, GamepadRumbleRequest},
|
|
prelude::*,
|
|
utils::Duration,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Update, gamepad_system)
|
|
.run();
|
|
}
|
|
|
|
fn gamepad_system(
|
|
gamepads: Res<Gamepads>,
|
|
button_inputs: Res<Input<GamepadButton>>,
|
|
mut rumble_requests: EventWriter<GamepadRumbleRequest>,
|
|
) {
|
|
for gamepad in gamepads.iter() {
|
|
let button_pressed = |button| {
|
|
button_inputs.just_pressed(GamepadButton {
|
|
gamepad,
|
|
button_type: button,
|
|
})
|
|
};
|
|
|
|
if button_pressed(GamepadButtonType::North) {
|
|
info!(
|
|
"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
|
|
);
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad,
|
|
intensity: GamepadRumbleIntensity::strong_motor(0.1),
|
|
duration: Duration::from_secs(5),
|
|
});
|
|
}
|
|
|
|
if button_pressed(GamepadButtonType::East) {
|
|
info!("East face button: maximum rumble on both motors for 5 seconds");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad,
|
|
duration: Duration::from_secs(5),
|
|
intensity: GamepadRumbleIntensity::MAX,
|
|
});
|
|
}
|
|
|
|
if button_pressed(GamepadButtonType::South) {
|
|
info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad,
|
|
duration: Duration::from_secs_f32(0.5),
|
|
intensity: GamepadRumbleIntensity::weak_motor(0.25),
|
|
});
|
|
}
|
|
|
|
if button_pressed(GamepadButtonType::West) {
|
|
info!("West face button: custom rumble intensity for 5 second");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad,
|
|
intensity: GamepadRumbleIntensity {
|
|
// intensity low-frequency motor, usually on the left-hand side
|
|
strong_motor: 0.5,
|
|
// intensity of high-frequency motor, usually on the right-hand side
|
|
weak_motor: 0.25,
|
|
},
|
|
duration: Duration::from_secs(5),
|
|
});
|
|
}
|
|
|
|
if button_pressed(GamepadButtonType::Start) {
|
|
info!("Start button: Interrupt the current rumble");
|
|
rumble_requests.send(GamepadRumbleRequest::Stop { gamepad });
|
|
}
|
|
}
|
|
}
|