mirror of
https://github.com/bevyengine/bevy
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51509a9a3e
# 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`.
110 lines
3.1 KiB
Rust
110 lines
3.1 KiB
Rust
use bevy_utils::HashMap;
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use std::hash::Hash;
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/// Stores the position data of the input devices of type `T`.
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///
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/// The values are stored as `f32`s, which range from [`Axis::MIN`] to [`Axis::MAX`], inclusive.
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#[derive(Debug)]
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pub struct Axis<T> {
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/// The position data of the input devices.
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axis_data: HashMap<T, f32>,
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}
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impl<T> Default for Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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fn default() -> Self {
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Axis {
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axis_data: HashMap::default(),
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}
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}
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}
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impl<T> Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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/// The smallest possible axis value.
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pub const MIN: f32 = -1.0;
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/// The largest possible axis value.
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pub const MAX: f32 = 1.0;
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/// Sets the position data of the `input_device` to `position_data`.
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///
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/// The `position_data` is clamped to be between [`Axis::MIN`] and [`Axis::MAX`], inclusive.
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///
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/// If the `input_device`:
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/// - was present before, the position data is updated, and the old value is returned.
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/// - wasn't present before, [None] is returned.
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pub fn set(&mut self, input_device: T, position_data: f32) -> Option<f32> {
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let new_position_data = position_data.clamp(Self::MIN, Self::MAX);
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self.axis_data.insert(input_device, new_position_data)
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}
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/// Returns a position data corresponding to the `input_device`.
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pub fn get(&self, input_device: T) -> Option<f32> {
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self.axis_data.get(&input_device).copied()
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}
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/// Removes the position data of the `input_device`, returning the position data if the input device was previously set.
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pub fn remove(&mut self, input_device: T) -> Option<f32> {
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self.axis_data.remove(&input_device)
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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gamepad::{Gamepad, GamepadButton, GamepadButtonType},
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Axis,
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};
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#[test]
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fn test_axis_set() {
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let cases = [
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(-1.5, Some(-1.0)),
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(-1.1, Some(-1.0)),
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(-1.0, Some(-1.0)),
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(-0.9, Some(-0.9)),
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(-0.1, Some(-0.1)),
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(0.0, Some(0.0)),
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(0.1, Some(0.1)),
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(0.9, Some(0.9)),
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(1.0, Some(1.0)),
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(1.1, Some(1.0)),
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(1.6, Some(1.0)),
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];
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for (value, expected) in cases {
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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let actual = axis.get(gamepad_button);
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assert_eq!(expected, actual);
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}
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}
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#[test]
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fn test_axis_remove() {
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let cases = [-1.0, -0.9, -0.1, 0.0, 0.1, 0.9, 1.0];
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for value in cases {
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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assert!(axis.get(gamepad_button).is_some());
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axis.remove(gamepad_button);
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let actual = axis.get(gamepad_button);
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let expected = None;
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assert_eq!(expected, actual);
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}
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}
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}
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