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# 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>
41 lines
2.2 KiB
Rust
41 lines
2.2 KiB
Rust
use bevy_input::gamepad::{GamepadAxis, GamepadButton};
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pub fn convert_button(button: gilrs::Button) -> Option<GamepadButton> {
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match button {
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gilrs::Button::South => Some(GamepadButton::South),
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gilrs::Button::East => Some(GamepadButton::East),
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gilrs::Button::North => Some(GamepadButton::North),
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gilrs::Button::West => Some(GamepadButton::West),
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gilrs::Button::C => Some(GamepadButton::C),
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gilrs::Button::Z => Some(GamepadButton::Z),
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gilrs::Button::LeftTrigger => Some(GamepadButton::LeftTrigger),
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gilrs::Button::LeftTrigger2 => Some(GamepadButton::LeftTrigger2),
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gilrs::Button::RightTrigger => Some(GamepadButton::RightTrigger),
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gilrs::Button::RightTrigger2 => Some(GamepadButton::RightTrigger2),
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gilrs::Button::Select => Some(GamepadButton::Select),
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gilrs::Button::Start => Some(GamepadButton::Start),
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gilrs::Button::Mode => Some(GamepadButton::Mode),
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gilrs::Button::LeftThumb => Some(GamepadButton::LeftThumb),
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gilrs::Button::RightThumb => Some(GamepadButton::RightThumb),
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gilrs::Button::DPadUp => Some(GamepadButton::DPadUp),
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gilrs::Button::DPadDown => Some(GamepadButton::DPadDown),
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gilrs::Button::DPadLeft => Some(GamepadButton::DPadLeft),
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gilrs::Button::DPadRight => Some(GamepadButton::DPadRight),
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gilrs::Button::Unknown => None,
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}
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}
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pub fn convert_axis(axis: gilrs::Axis) -> Option<GamepadAxis> {
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match axis {
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gilrs::Axis::LeftStickX => Some(GamepadAxis::LeftStickX),
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gilrs::Axis::LeftStickY => Some(GamepadAxis::LeftStickY),
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gilrs::Axis::LeftZ => Some(GamepadAxis::LeftZ),
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gilrs::Axis::RightStickX => Some(GamepadAxis::RightStickX),
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gilrs::Axis::RightStickY => Some(GamepadAxis::RightStickY),
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gilrs::Axis::RightZ => Some(GamepadAxis::RightZ),
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// The `axis_dpad_to_button` gilrs filter should filter out all DPadX and DPadY events. If
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// it doesn't then we probably need an entry added to the following repo and an update to
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// GilRs to use the updated database: https://github.com/gabomdq/SDL_GameControllerDB
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gilrs::Axis::Unknown | gilrs::Axis::DPadX | gilrs::Axis::DPadY => None,
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}
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}
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