mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 03:53:06 +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>
60 lines
2.4 KiB
Rust
60 lines
2.4 KiB
Rust
//! Iterates and prints gamepad input and connection events.
|
|
|
|
use bevy::{
|
|
input::gamepad::{
|
|
GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonStateChangedEvent,
|
|
GamepadConnectionEvent, GamepadEvent,
|
|
},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Update, (gamepad_events, gamepad_ordered_events))
|
|
.run();
|
|
}
|
|
|
|
fn gamepad_events(
|
|
mut connection_events: EventReader<GamepadConnectionEvent>,
|
|
// Handles the continuous measure of an axis, equivalent to GamepadAxes::get.
|
|
mut axis_changed_events: EventReader<GamepadAxisChangedEvent>,
|
|
// Handles the continuous measure of how far a button has been pressed down, equivalent to `GamepadButtons::get`.
|
|
mut button_changed_events: EventReader<GamepadButtonChangedEvent>,
|
|
// Handles the boolean measure of whether a button is considered pressed or unpressed, as
|
|
// defined by the thresholds in `GamepadSettings::button_settings`.
|
|
// When the threshold is crossed and the button state changes, this event is emitted.
|
|
mut button_input_events: EventReader<GamepadButtonStateChangedEvent>,
|
|
) {
|
|
for connection_event in connection_events.read() {
|
|
info!("{:?}", connection_event);
|
|
}
|
|
for axis_changed_event in axis_changed_events.read() {
|
|
info!(
|
|
"{:?} of {:?} is changed to {}",
|
|
axis_changed_event.axis, axis_changed_event.entity, axis_changed_event.value
|
|
);
|
|
}
|
|
for button_changed_event in button_changed_events.read() {
|
|
info!(
|
|
"{:?} of {:?} is changed to {}",
|
|
button_changed_event.button, button_changed_event.entity, button_changed_event.value
|
|
);
|
|
}
|
|
for button_input_event in button_input_events.read() {
|
|
info!("{:?}", button_input_event);
|
|
}
|
|
}
|
|
|
|
// If you require in-frame relative event ordering, you can also read the `Gamepad` event
|
|
// stream directly. For standard use-cases, reading the events individually or using the
|
|
// `Input<T>` or `Axis<T>` resources is preferable.
|
|
fn gamepad_ordered_events(mut gamepad_events: EventReader<GamepadEvent>) {
|
|
for gamepad_event in gamepad_events.read() {
|
|
match gamepad_event {
|
|
GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event),
|
|
GamepadEvent::Button(button_event) => info!("{:?}", button_event),
|
|
GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event),
|
|
}
|
|
}
|
|
}
|