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https://github.com/bevyengine/bevy
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# 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
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//! pressed.
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use bevy::{
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input::gamepad::{GamepadRumbleIntensity, GamepadRumbleRequest},
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prelude::*,
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utils::Duration,
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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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.add_systems(Update, gamepad_system)
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.run();
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}
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fn gamepad_system(
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gamepads: Res<Gamepads>,
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button_inputs: Res<Input<GamepadButton>>,
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mut rumble_requests: EventWriter<GamepadRumbleRequest>,
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) {
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for gamepad in gamepads.iter() {
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let button_pressed = |button| {
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button_inputs.just_pressed(GamepadButton {
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gamepad,
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button_type: button,
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})
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};
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if button_pressed(GamepadButtonType::North) {
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info!(
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"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
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);
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad,
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intensity: GamepadRumbleIntensity::strong_motor(0.1),
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duration: Duration::from_secs(5),
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});
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}
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if button_pressed(GamepadButtonType::East) {
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info!("East face button: maximum rumble on both motors for 5 seconds");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad,
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duration: Duration::from_secs(5),
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intensity: GamepadRumbleIntensity::MAX,
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});
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}
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if button_pressed(GamepadButtonType::South) {
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info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad,
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duration: Duration::from_secs_f32(0.5),
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intensity: GamepadRumbleIntensity::weak_motor(0.25),
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});
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}
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if button_pressed(GamepadButtonType::West) {
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info!("West face button: custom rumble intensity for 5 second");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad,
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intensity: GamepadRumbleIntensity {
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// intensity low-frequency motor, usually on the left-hand side
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strong_motor: 0.5,
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// intensity of high-frequency motor, usually on the right-hand side
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weak_motor: 0.25,
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},
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duration: Duration::from_secs(5),
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});
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}
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if button_pressed(GamepadButtonType::Start) {
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info!("Start button: Interrupt the current rumble");
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rumble_requests.send(GamepadRumbleRequest::Stop { gamepad });
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}
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}
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}
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