mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +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>
30 lines
970 B
Rust
30 lines
970 B
Rust
//! Shows handling of gamepad input, connections, and disconnections.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Update, gamepad_system)
|
|
.run();
|
|
}
|
|
|
|
fn gamepad_system(gamepads: Query<(Entity, &Gamepad)>) {
|
|
for (entity, gamepad) in &gamepads {
|
|
if gamepad.just_pressed(GamepadButton::South) {
|
|
info!("{:?} just pressed South", entity);
|
|
} else if gamepad.just_released(GamepadButton::South) {
|
|
info!("{:?} just released South", entity);
|
|
}
|
|
|
|
let right_trigger = gamepad.get(GamepadButton::RightTrigger2).unwrap();
|
|
if right_trigger.abs() > 0.01 {
|
|
info!("{:?} RightTrigger2 value is {}", entity, right_trigger);
|
|
}
|
|
|
|
let left_stick_x = gamepad.get(GamepadAxis::LeftStickX).unwrap();
|
|
if left_stick_x.abs() > 0.01 {
|
|
info!("{:?} LeftStickX value is {}", entity, left_stick_x);
|
|
}
|
|
}
|
|
}
|