mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 13:13:49 +00:00
e94215c4c6
# Objective - Remove redundant gamepad events - Simplify consuming gamepad events. - Refactor: Separate handling of gamepad events into multiple systems. ## Solution - Removed `GamepadEventRaw`, and `GamepadEventType`. - Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. - Refactored `gamepad_event_system`. - Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type. Gamepad events are now handled in their own systems and have their own types. This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible. We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types. ## Migration Guide - Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
533 lines
16 KiB
Rust
533 lines
16 KiB
Rust
//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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input::gamepad::{
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GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent, GamepadSettings,
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},
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
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const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
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const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const EXTENT_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
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const TEXT_COLOR: Color = Color::WHITE;
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
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Self {
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normal: materials.add(ColorMaterial::from(NORMAL_BUTTON_COLOR)),
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active: materials.add(ColorMaterial::from(ACTIVE_BUTTON_COLOR)),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.resource_mut::<Assets<Mesh>>();
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Self {
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circle: meshes.add(shape::Circle::new(BUTTON_RADIUS).into()).into(),
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triangle: meshes
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.add(shape::RegularPolygon::new(BUTTON_RADIUS, 3).into())
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.into(),
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start_pause: meshes.add(shape::Quad::new(START_SIZE).into()).into(),
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trigger: meshes.add(shape::Quad::new(TRIGGER_SIZE).into()).into(),
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}
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}
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}
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#[derive(Resource, Deref)]
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struct FontHandle(Handle<Font>);
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impl FromWorld for FontHandle {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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Self(asset_server.load("fonts/FiraSans-Bold.ttf"))
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}
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButtonType,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.init_resource::<FontHandle>()
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.add_startup_system(setup)
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.add_startup_system(setup_sticks)
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.add_startup_system(setup_triggers)
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.add_startup_system(setup_connected)
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.add_system(update_buttons)
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.add_system(update_button_values)
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.add_system(update_axes)
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.add_system(update_connected)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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));
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});
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// Start and Pause
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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});
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// Triggers
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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font: Res<FontHandle>,
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) {
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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let live_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(x_pos, y_pos, 0.),
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..default()
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})
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.with_children(|parent| {
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// full extent
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parent.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
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color: EXTENT_COLOR,
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..default()
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},
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..default()
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});
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// live zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(live_mid, live_mid, 2.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(live_size, live_size)),
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color: LIVE_COLOR,
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..default()
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},
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..default()
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});
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// dead zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(dead_size, dead_size)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// text
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let style = TextStyle {
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font_size: 16.,
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color: TEXT_COLOR,
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font: font.clone(),
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};
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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text: Text::from_sections([
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TextSection {
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value: format!("{:.3}", 0.),
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style: style.clone(),
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},
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TextSection {
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value: ", ".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: format!("{:.3}", 0.),
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style,
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},
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])
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.with_alignment(TextAlignment::BOTTOM_CENTER),
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..default()
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},
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TextWithAxes { x_axis, y_axis },
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));
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// cursor
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., 0., 5.)
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.with_scale(Vec2::splat(0.2).extend(1.)),
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..default()
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},
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MoveWithAxes {
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x_axis,
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y_axis,
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scale: STICK_BOUNDS_SIZE,
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},
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ReactTo(button),
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));
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});
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};
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spawn_stick(
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-STICKS_X,
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STICKS_Y,
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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GamepadButtonType::LeftThumb,
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);
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spawn_stick(
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STICKS_X,
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STICKS_Y,
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GamepadAxisType::RightStickX,
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GamepadAxisType::RightStickY,
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GamepadButtonType::RightThumb,
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);
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}
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fn setup_triggers(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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font: Res<FontHandle>,
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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn(GamepadButtonBundle::new(
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button_type,
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meshes.trigger.clone(),
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materials.normal.clone(),
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x,
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y,
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))
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.with_children(|parent| {
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., 0., 1.),
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text: Text::from_section(
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format!("{:.3}", 0.),
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TextStyle {
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font: font.clone(),
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font_size: 16.,
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color: TEXT_COLOR,
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},
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)
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.with_alignment(TextAlignment::CENTER),
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..default()
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},
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TextWithButtonValue(button_type),
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));
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});
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};
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spawn_trigger(
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-BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::LeftTrigger2,
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);
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spawn_trigger(
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BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::RightTrigger2,
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);
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}
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fn setup_connected(mut commands: Commands, font: Res<FontHandle>) {
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let style = TextStyle {
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color: TEXT_COLOR,
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font_size: 30.,
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font: font.clone(),
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};
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commands.spawn((
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TextBundle::from_sections([
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TextSection {
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value: "Connected Gamepads:\n".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: "None".to_string(),
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style,
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},
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]),
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ConnectedGamepadsText,
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));
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}
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fn update_buttons(
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gamepads: Res<Gamepads>,
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button_inputs: Res<Input<GamepadButton>>,
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materials: Res<ButtonMaterials>,
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mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
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) {
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for gamepad in gamepads.iter() {
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for (mut handle, react_to) in query.iter_mut() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.active.clone();
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}
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if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.normal.clone();
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}
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}
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}
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}
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fn update_button_values(
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mut events: EventReader<GamepadButtonChangedEvent>,
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mut query: Query<(&mut Text, &TextWithButtonValue)>,
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) {
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for button_event in events.iter() {
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for (mut text, text_with_button_value) in query.iter_mut() {
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if button_event.button_type == **text_with_button_value {
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text.sections[0].value = format!("{:.3}", button_event.value);
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}
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}
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}
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}
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fn update_axes(
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mut axis_events: EventReader<GamepadAxisChangedEvent>,
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mut query: Query<(&mut Transform, &MoveWithAxes)>,
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mut text_query: Query<(&mut Text, &TextWithAxes)>,
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) {
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for axis_event in axis_events.iter() {
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let axis_type = axis_event.axis_type;
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let value = axis_event.value;
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for (mut transform, move_with) in query.iter_mut() {
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if axis_type == move_with.x_axis {
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transform.translation.x = value * move_with.scale;
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}
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if axis_type == move_with.y_axis {
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transform.translation.y = value * move_with.scale;
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}
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}
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for (mut text, text_with_axes) in text_query.iter_mut() {
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if axis_type == text_with_axes.x_axis {
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text.sections[0].value = format!("{value:.3}");
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}
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if axis_type == text_with_axes.y_axis {
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text.sections[2].value = format!("{value:.3}");
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}
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}
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}
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}
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fn update_connected(
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gamepads: Res<Gamepads>,
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mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
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) {
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if !gamepads.is_changed() {
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return;
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}
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let mut text = query.single_mut();
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let formatted = gamepads
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.iter()
|
|
.map(|g| format!("- {}", gamepads.name(g).unwrap()))
|
|
.collect::<Vec<_>>()
|
|
.join("\n");
|
|
|
|
text.sections[1].value = if !formatted.is_empty() {
|
|
formatted
|
|
} else {
|
|
"None".to_string()
|
|
}
|
|
}
|