bevy/crates/bevy_input/src/axis.rs
KDecay 51509a9a3e Change gamepad.rs tuples to normal structs (#4519)
# Objective

- Part of the splitting process of #3692.

## Solution

- Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs.

## Reasons

- It made the `gamepad_connection_system` cleaner.
- It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API).
- Tuple structs are not descriptive (`.0`, `.1`).
- Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs).

Feel free to discuss this change as this is more or less just a matter of taste.

## Changelog

### Changed

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function.

## Migration Guide

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
2022-05-02 13:20:55 +00:00

110 lines
3.1 KiB
Rust

use bevy_utils::HashMap;
use std::hash::Hash;
/// Stores the position data of the input devices of type `T`.
///
/// The values are stored as `f32`s, which range from [`Axis::MIN`] to [`Axis::MAX`], inclusive.
#[derive(Debug)]
pub struct Axis<T> {
/// The position data of the input devices.
axis_data: HashMap<T, f32>,
}
impl<T> Default for Axis<T>
where
T: Copy + Eq + Hash,
{
fn default() -> Self {
Axis {
axis_data: HashMap::default(),
}
}
}
impl<T> Axis<T>
where
T: Copy + Eq + Hash,
{
/// The smallest possible axis value.
pub const MIN: f32 = -1.0;
/// The largest possible axis value.
pub const MAX: f32 = 1.0;
/// Sets the position data of the `input_device` to `position_data`.
///
/// The `position_data` is clamped to be between [`Axis::MIN`] and [`Axis::MAX`], inclusive.
///
/// If the `input_device`:
/// - was present before, the position data is updated, and the old value is returned.
/// - wasn't present before, [None] is returned.
pub fn set(&mut self, input_device: T, position_data: f32) -> Option<f32> {
let new_position_data = position_data.clamp(Self::MIN, Self::MAX);
self.axis_data.insert(input_device, new_position_data)
}
/// Returns a position data corresponding to the `input_device`.
pub fn get(&self, input_device: T) -> Option<f32> {
self.axis_data.get(&input_device).copied()
}
/// Removes the position data of the `input_device`, returning the position data if the input device was previously set.
pub fn remove(&mut self, input_device: T) -> Option<f32> {
self.axis_data.remove(&input_device)
}
}
#[cfg(test)]
mod tests {
use crate::{
gamepad::{Gamepad, GamepadButton, GamepadButtonType},
Axis,
};
#[test]
fn test_axis_set() {
let cases = [
(-1.5, Some(-1.0)),
(-1.1, Some(-1.0)),
(-1.0, Some(-1.0)),
(-0.9, Some(-0.9)),
(-0.1, Some(-0.1)),
(0.0, Some(0.0)),
(0.1, Some(0.1)),
(0.9, Some(0.9)),
(1.0, Some(1.0)),
(1.1, Some(1.0)),
(1.6, Some(1.0)),
];
for (value, expected) in cases {
let gamepad_button =
GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
let mut axis = Axis::<GamepadButton>::default();
axis.set(gamepad_button, value);
let actual = axis.get(gamepad_button);
assert_eq!(expected, actual);
}
}
#[test]
fn test_axis_remove() {
let cases = [-1.0, -0.9, -0.1, 0.0, 0.1, 0.9, 1.0];
for value in cases {
let gamepad_button =
GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
let mut axis = Axis::<GamepadButton>::default();
axis.set(gamepad_button, value);
assert!(axis.get(gamepad_button).is_some());
axis.remove(gamepad_button);
let actual = axis.get(gamepad_button);
let expected = None;
assert_eq!(expected, actual);
}
}
}