mirror of
https://github.com/bevyengine/bevy
synced 2024-12-29 22:43:14 +00:00
00c2edf7b2
# Objective #16222 regressed the user experience of actually using gamepads: ```rust // Before 16222 gamepad.just_pressed(GamepadButton::South) // After 16222 gamepad.digital.just_pressed(GamepadButton::South) // Before 16222 gamepad.get(GamepadButton::RightTrigger2) // After 16222 gamepad.analog.get(GamepadButton::RighTrigger2) ``` Users shouldn't need to think about "digital vs analog" when checking if a button is pressed. This abstraction was intentional and I strongly believe it is in our users' best interest. Buttons and Axes are _both_ digital and analog, and this is largely an implementation detail. I don't think reverting this will be controversial. ## Solution - Revert most of #16222 - Add the `Into<T>` from #16222 to the internals - Expose read/write `digital` and `analog` accessors on gamepad, in the interest of enabling the mocking scenarios covered in #16222 (and allowing the minority of users that care about the "digital" vs "analog" distinction in this context to make that distinction) --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
70 lines
2.5 KiB
Rust
70 lines
2.5 KiB
Rust
//! Shows how to trigger force-feedback, making gamepads rumble when buttons are
|
|
//! pressed.
|
|
|
|
use bevy::{
|
|
input::gamepad::{Gamepad, GamepadRumbleIntensity, GamepadRumbleRequest},
|
|
prelude::*,
|
|
utils::Duration,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Update, gamepad_system)
|
|
.run();
|
|
}
|
|
|
|
fn gamepad_system(
|
|
gamepads: Query<(Entity, &Gamepad)>,
|
|
mut rumble_requests: EventWriter<GamepadRumbleRequest>,
|
|
) {
|
|
for (entity, gamepad) in &gamepads {
|
|
if gamepad.just_pressed(GamepadButton::North) {
|
|
info!(
|
|
"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
|
|
);
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad: entity,
|
|
intensity: GamepadRumbleIntensity::strong_motor(0.1),
|
|
duration: Duration::from_secs(5),
|
|
});
|
|
}
|
|
|
|
if gamepad.just_pressed(GamepadButton::East) {
|
|
info!("East face button: maximum rumble on both motors for 5 seconds");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad: entity,
|
|
duration: Duration::from_secs(5),
|
|
intensity: GamepadRumbleIntensity::MAX,
|
|
});
|
|
}
|
|
|
|
if gamepad.just_pressed(GamepadButton::South) {
|
|
info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad: entity,
|
|
duration: Duration::from_secs_f32(0.5),
|
|
intensity: GamepadRumbleIntensity::weak_motor(0.25),
|
|
});
|
|
}
|
|
|
|
if gamepad.just_pressed(GamepadButton::West) {
|
|
info!("West face button: custom rumble intensity for 5 second");
|
|
rumble_requests.send(GamepadRumbleRequest::Add {
|
|
gamepad: entity,
|
|
intensity: GamepadRumbleIntensity {
|
|
// intensity low-frequency motor, usually on the left-hand side
|
|
strong_motor: 0.5,
|
|
// intensity of high-frequency motor, usually on the right-hand side
|
|
weak_motor: 0.25,
|
|
},
|
|
duration: Duration::from_secs(5),
|
|
});
|
|
}
|
|
|
|
if gamepad.just_pressed(GamepadButton::Start) {
|
|
info!("Start button: Interrupt the current rumble");
|
|
rumble_requests.send(GamepadRumbleRequest::Stop { gamepad: entity });
|
|
}
|
|
}
|
|
}
|