mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 16:10:19 +00:00
e788e3bc83
# Objective - Significantly improve the ergonomics of gamepads and allow new features Gamepads are a bit unergonomic to work with, they use resources but unlike other inputs, they are not limited to a single gamepad, to get around this it uses an identifier (Gamepad) to interact with anything causing all sorts of issues. 1. There are too many: Gamepads, GamepadSettings, GamepadInfo, ButtonInput<T>, 2 Axis<T>. 2. ButtonInput/Axis generic methods become really inconvenient to use e.g. any_pressed() 3. GamepadButton/Axis structs are unnecessary boilerplate: ```rust for gamepad in gamepads.iter() { if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just pressed South", gamepad); } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South)) { info!("{:?} just released South", gamepad); } } ``` 4. Projects often need to create resources to store the selected gamepad and have to manually check if their gamepad is still valid anyways. - Previously attempted by #3419 and #12674 ## Solution - Implement gamepads as entities. Using entities solves all the problems above and opens new possibilities. 1. Reduce boilerplate and allows iteration ```rust let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South)) ``` 2. ButtonInput/Axis generic methods become ergonomic again ```rust gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select]) ``` 3. Reduces the number of public components significantly (Gamepad, GamepadSettings, GamepadButtons, GamepadAxes) 4. Components are highly convenient. Gamepad optional features could now be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs to attach their own components and filter them, so code like this becomes possible: ```rust fn move_player<const T: usize>( player: Query<&Transform, With<Player<T>>>, gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>, ) { if let Ok(gamepad_buttons) = gamepads_buttons.get_single() { if gamepad_buttons.pressed(GamepadButtonType::South) { // move player } } } ``` --- ## Follow-up - [ ] Run conditions? - [ ] Rumble component # Changelog ## Added TODO ## Changed TODO ## Removed TODO ## Migration Guide TODO --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
517 lines
16 KiB
Rust
517 lines
16 KiB
Rust
//! 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::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
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prelude::*,
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sprite::{Anchor, 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::srgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
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const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButton);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxis,
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y_axis: GamepadAxis,
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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: GamepadAxis,
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y_axis: GamepadAxis,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButton);
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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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Self {
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normal: world.add_asset(NORMAL_BUTTON_COLOR),
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active: world.add_asset(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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Self {
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circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
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triangle: world
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.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
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.into(),
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start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
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trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
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}
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}
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButton,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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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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.add_systems(
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Startup,
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(setup, setup_sticks, setup_triggers, setup_connected),
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)
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.add_systems(
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Update,
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(
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update_buttons,
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update_button_values,
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update_axes,
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update_connected,
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),
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)
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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(GamepadButtonBundle::new(
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GamepadButton::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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));
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});
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// Start and Pause
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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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(GamepadButtonBundle::new(
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GamepadButton::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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});
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// Triggers
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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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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) {
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// NOTE: This stops making sense because in entities because there isn't a "global" default,
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// instead each gamepad has its own default setting
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let gamepad_settings = GamepadSettings::default();
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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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 =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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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: DEAD_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: 13.,
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..default()
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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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text_anchor: Anchor::BottomCenter,
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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(0.15).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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GamepadAxis::LeftStickX,
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GamepadAxis::LeftStickY,
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GamepadButton::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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GamepadAxis::RightStickX,
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GamepadAxis::RightStickY,
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GamepadButton::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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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn(GamepadButtonBundle::new(
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button_type,
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meshes.trigger.clone(),
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materials.normal.clone(),
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x,
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y,
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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_size: 13.,
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..default()
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},
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),
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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(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
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spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
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}
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fn setup_connected(mut commands: Commands) {
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let text_style = TextStyle::default();
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commands.spawn((
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TextBundle {
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text: Text::from_sections([
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TextSection {
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value: "Connected Gamepads:\n".to_string(),
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style: text_style.clone(),
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},
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TextSection {
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value: "None".to_string(),
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style: text_style,
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},
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]),
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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..default()
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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: Query<&Gamepad>,
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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 buttons in &gamepads {
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for (mut handle, react_to) in query.iter_mut() {
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if buttons.just_pressed(**react_to) {
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*handle = materials.active.clone();
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}
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if buttons.just_released(**react_to) {
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*handle = materials.normal.clone();
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}
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}
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}
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}
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fn update_button_values(
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mut events: EventReader<GamepadButtonChangedEvent>,
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mut query: Query<(&mut Text, &TextWithButtonValue)>,
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) {
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for button_event in events.read() {
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for (mut text, text_with_button_value) in query.iter_mut() {
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if button_event.button == **text_with_button_value {
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text.sections[0].value = format!("{:.3}", button_event.value);
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}
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}
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}
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}
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fn update_axes(
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mut axis_events: EventReader<GamepadAxisChangedEvent>,
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mut query: Query<(&mut Transform, &MoveWithAxes)>,
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mut text_query: Query<(&mut Text, &TextWithAxes)>,
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) {
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for axis_event in axis_events.read() {
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let axis_type = axis_event.axis;
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let value = axis_event.value;
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for (mut transform, move_with) in query.iter_mut() {
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if axis_type == move_with.x_axis {
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transform.translation.x = value * move_with.scale;
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}
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if axis_type == move_with.y_axis {
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transform.translation.y = value * move_with.scale;
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}
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}
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for (mut text, text_with_axes) in text_query.iter_mut() {
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if axis_type == text_with_axes.x_axis {
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text.sections[0].value = format!("{value:.3}");
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}
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if axis_type == text_with_axes.y_axis {
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text.sections[2].value = format!("{value:.3}");
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}
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}
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}
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}
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fn update_connected(
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mut connected: EventReader<GamepadConnectionEvent>,
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gamepads: Query<(Entity, &Gamepad)>,
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mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
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) {
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if connected.is_empty() {
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return;
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}
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connected.clear();
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let mut text = query.single_mut();
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let formatted = gamepads
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.iter()
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.map(|(entity, gamepad)| format!("{} - {}", entity, gamepad.name()))
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.collect::<Vec<_>>()
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.join("\n");
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|
|
text.sections[1].value = if !formatted.is_empty() {
|
|
formatted
|
|
} else {
|
|
"None".to_string()
|
|
}
|
|
}
|