bevy/crates/bevy_input/src/gamepad.rs
danieleades d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00

552 lines
17 KiB
Rust

use crate::{Axis, Input};
use bevy_app::{EventReader, EventWriter};
use bevy_ecs::system::{Res, ResMut};
use bevy_utils::{tracing::info, HashMap, HashSet};
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct Gamepad(pub usize);
#[derive(Default)]
/// Container of unique connected [`Gamepad`]s
///
/// [`Gamepad`]s are registered and deregistered in [`gamepad_connection_system`]
pub struct Gamepads {
gamepads: HashSet<Gamepad>,
}
impl Gamepads {
/// Returns true if the [Gamepads] contains a [Gamepad].
pub fn contains(&self, gamepad: &Gamepad) -> bool {
self.gamepads.contains(gamepad)
}
/// Iterates over registered [Gamepad]s
pub fn iter(&self) -> impl Iterator<Item = &Gamepad> + '_ {
self.gamepads.iter()
}
/// Registers [Gamepad].
fn register(&mut self, gamepad: Gamepad) {
self.gamepads.insert(gamepad);
}
/// Deregisters [Gamepad.
fn deregister(&mut self, gamepad: &Gamepad) {
self.gamepads.remove(gamepad);
}
}
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum GamepadEventType {
Connected,
Disconnected,
ButtonChanged(GamepadButtonType, f32),
AxisChanged(GamepadAxisType, f32),
}
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct GamepadEvent(pub Gamepad, pub GamepadEventType);
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct GamepadEventRaw(pub Gamepad, pub GamepadEventType);
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum GamepadButtonType {
South,
East,
North,
West,
C,
Z,
LeftTrigger,
LeftTrigger2,
RightTrigger,
RightTrigger2,
Select,
Start,
Mode,
LeftThumb,
RightThumb,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct GamepadButton(pub Gamepad, pub GamepadButtonType);
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum GamepadAxisType {
LeftStickX,
LeftStickY,
LeftZ,
RightStickX,
RightStickY,
RightZ,
DPadX,
DPadY,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub struct GamepadAxis(pub Gamepad, pub GamepadAxisType);
#[derive(Default, Debug)]
pub struct GamepadSettings {
pub default_button_settings: ButtonSettings,
pub default_axis_settings: AxisSettings,
pub default_button_axis_settings: ButtonAxisSettings,
pub button_settings: HashMap<GamepadButton, ButtonSettings>,
pub axis_settings: HashMap<GamepadAxis, AxisSettings>,
pub button_axis_settings: HashMap<GamepadButton, ButtonAxisSettings>,
}
impl GamepadSettings {
pub fn get_button_settings(&self, button: GamepadButton) -> &ButtonSettings {
self.button_settings
.get(&button)
.unwrap_or(&self.default_button_settings)
}
pub fn get_axis_settings(&self, axis: GamepadAxis) -> &AxisSettings {
self.axis_settings
.get(&axis)
.unwrap_or(&self.default_axis_settings)
}
pub fn get_button_axis_settings(&self, button: GamepadButton) -> &ButtonAxisSettings {
self.button_axis_settings
.get(&button)
.unwrap_or(&self.default_button_axis_settings)
}
}
#[derive(Debug, Clone)]
pub struct ButtonSettings {
pub press: f32,
pub release: f32,
}
impl Default for ButtonSettings {
fn default() -> Self {
ButtonSettings {
press: 0.75,
release: 0.65,
}
}
}
impl ButtonSettings {
fn is_pressed(&self, value: f32) -> bool {
value >= self.press
}
fn is_released(&self, value: f32) -> bool {
value <= self.release
}
}
/// Defines the sensitivity range and threshold for an axis.
///
/// Values that are lower than `negative_high` will be rounded to -1.0.
/// Values that are higher than `positive_high` will be rounded to 1.0.
/// Values that are in-between `negative_low` and `positive_low` will be rounded to 0.0.
/// Otherwise, values will not be rounded.
///
/// The valid range is from -1.0 to 1.0, inclusive.
#[derive(Debug, Clone)]
pub struct AxisSettings {
pub positive_high: f32,
pub positive_low: f32,
pub negative_high: f32,
pub negative_low: f32,
///`threshold` defines the minimum difference between old and new values to apply the changes.
pub threshold: f32,
}
impl Default for AxisSettings {
fn default() -> Self {
AxisSettings {
positive_high: 0.95,
positive_low: 0.05,
negative_high: -0.95,
negative_low: -0.05,
threshold: 0.01,
}
}
}
impl AxisSettings {
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
let new_value = if new_value <= self.positive_low && new_value >= self.negative_low {
0.0
} else if new_value >= self.positive_high {
1.0
} else if new_value <= self.negative_high {
-1.0
} else {
new_value
};
if let Some(old_value) = old_value {
if (new_value - old_value).abs() <= self.threshold {
return None;
}
}
Some(new_value)
}
}
#[derive(Debug, Clone)]
pub struct ButtonAxisSettings {
pub high: f32,
pub low: f32,
pub threshold: f32,
}
impl Default for ButtonAxisSettings {
fn default() -> Self {
ButtonAxisSettings {
high: 0.95,
low: 0.05,
threshold: 0.01,
}
}
}
impl ButtonAxisSettings {
fn filter(&self, new_value: f32, old_value: Option<f32>) -> Option<f32> {
let new_value = if new_value <= self.low {
0.0
} else if new_value >= self.high {
1.0
} else {
new_value
};
if let Some(old_value) = old_value {
if (new_value - old_value).abs() <= self.threshold {
return None;
}
}
Some(new_value)
}
}
/// Monitors gamepad connection and disconnection events, updating the [`Gamepads`] resource accordingly
///
/// By default, runs during `CoreStage::PreUpdate` when added via [`InputPlugin`](crate::InputPlugin).
pub fn gamepad_connection_system(
mut gamepads: ResMut<Gamepads>,
mut gamepad_event: EventReader<GamepadEvent>,
) {
for event in gamepad_event.iter() {
match &event {
GamepadEvent(gamepad, GamepadEventType::Connected) => {
gamepads.register(*gamepad);
info!("{:?} Connected", gamepad);
}
GamepadEvent(gamepad, GamepadEventType::Disconnected) => {
gamepads.deregister(gamepad);
info!("{:?} Disconnected", gamepad);
}
_ => (),
}
}
}
pub fn gamepad_event_system(
mut button_input: ResMut<Input<GamepadButton>>,
mut axis: ResMut<Axis<GamepadAxis>>,
mut button_axis: ResMut<Axis<GamepadButton>>,
mut raw_events: EventReader<GamepadEventRaw>,
mut events: EventWriter<GamepadEvent>,
settings: Res<GamepadSettings>,
) {
button_input.clear();
for event in raw_events.iter() {
let (gamepad, event) = (event.0, &event.1);
match event {
GamepadEventType::Connected => {
events.send(GamepadEvent(gamepad, event.clone()));
for button_type in &ALL_BUTTON_TYPES {
let gamepad_button = GamepadButton(gamepad, *button_type);
button_input.reset(gamepad_button);
button_axis.set(gamepad_button, 0.0);
}
for axis_type in &ALL_AXIS_TYPES {
axis.set(GamepadAxis(gamepad, *axis_type), 0.0);
}
}
GamepadEventType::Disconnected => {
events.send(GamepadEvent(gamepad, event.clone()));
for button_type in &ALL_BUTTON_TYPES {
let gamepad_button = GamepadButton(gamepad, *button_type);
button_input.reset(gamepad_button);
button_axis.remove(gamepad_button);
}
for axis_type in &ALL_AXIS_TYPES {
axis.remove(GamepadAxis(gamepad, *axis_type));
}
}
GamepadEventType::AxisChanged(axis_type, value) => {
let gamepad_axis = GamepadAxis(gamepad, *axis_type);
if let Some(filtered_value) = settings
.get_axis_settings(gamepad_axis)
.filter(*value, axis.get(gamepad_axis))
{
axis.set(gamepad_axis, filtered_value);
events.send(GamepadEvent(
gamepad,
GamepadEventType::AxisChanged(*axis_type, filtered_value),
));
}
}
GamepadEventType::ButtonChanged(button_type, value) => {
let gamepad_button = GamepadButton(gamepad, *button_type);
if let Some(filtered_value) = settings
.get_button_axis_settings(gamepad_button)
.filter(*value, button_axis.get(gamepad_button))
{
button_axis.set(gamepad_button, filtered_value);
events.send(GamepadEvent(
gamepad,
GamepadEventType::ButtonChanged(*button_type, filtered_value),
));
}
let button_property = settings.get_button_settings(gamepad_button);
if button_input.pressed(gamepad_button) {
if button_property.is_released(*value) {
button_input.release(gamepad_button);
}
} else if button_property.is_pressed(*value) {
button_input.press(gamepad_button);
}
}
}
}
}
const ALL_BUTTON_TYPES: [GamepadButtonType; 19] = [
GamepadButtonType::South,
GamepadButtonType::East,
GamepadButtonType::North,
GamepadButtonType::West,
GamepadButtonType::C,
GamepadButtonType::Z,
GamepadButtonType::LeftTrigger,
GamepadButtonType::LeftTrigger2,
GamepadButtonType::RightTrigger,
GamepadButtonType::RightTrigger2,
GamepadButtonType::Select,
GamepadButtonType::Start,
GamepadButtonType::Mode,
GamepadButtonType::LeftThumb,
GamepadButtonType::RightThumb,
GamepadButtonType::DPadUp,
GamepadButtonType::DPadDown,
GamepadButtonType::DPadLeft,
GamepadButtonType::DPadRight,
];
const ALL_AXIS_TYPES: [GamepadAxisType; 8] = [
GamepadAxisType::LeftStickX,
GamepadAxisType::LeftStickY,
GamepadAxisType::LeftZ,
GamepadAxisType::RightStickX,
GamepadAxisType::RightStickY,
GamepadAxisType::RightZ,
GamepadAxisType::DPadX,
GamepadAxisType::DPadY,
];
#[cfg(test)]
mod tests {
use super::{AxisSettings, ButtonAxisSettings, ButtonSettings};
fn test_button_axis_settings_filter(
settings: ButtonAxisSettings,
new_value: f32,
old_value: Option<f32>,
expected: Option<f32>,
) {
let actual = settings.filter(new_value, old_value);
assert_eq!(
expected, actual,
"Testing filtering for {:?} with new_value = {:?}, old_value = {:?}",
settings, new_value, old_value
);
}
#[test]
fn test_button_axis_settings_default_filter() {
let cases = [
(1.0, None, Some(1.0)),
(0.99, None, Some(1.0)),
(0.96, None, Some(1.0)),
(0.95, None, Some(1.0)),
(0.9499, None, Some(0.9499)),
(0.84, None, Some(0.84)),
(0.43, None, Some(0.43)),
(0.05001, None, Some(0.05001)),
(0.05, None, Some(0.0)),
(0.04, None, Some(0.0)),
(0.01, None, Some(0.0)),
(0.0, None, Some(0.0)),
];
for (new_value, old_value, expected) in cases {
let settings = ButtonAxisSettings::default();
test_button_axis_settings_filter(settings, new_value, old_value, expected);
}
}
#[test]
fn test_button_axis_settings_default_filter_with_old_value() {
let cases = [
(0.43, Some(0.44001), Some(0.43)),
(0.43, Some(0.44), None),
(0.43, Some(0.43), None),
(0.43, Some(0.41999), Some(0.43)),
(0.43, Some(0.17), Some(0.43)),
(0.43, Some(0.84), Some(0.43)),
(0.05, Some(0.055), Some(0.0)),
(0.95, Some(0.945), Some(1.0)),
];
for (new_value, old_value, expected) in cases {
let settings = ButtonAxisSettings::default();
test_button_axis_settings_filter(settings, new_value, old_value, expected);
}
}
fn test_axis_settings_filter(
settings: AxisSettings,
new_value: f32,
old_value: Option<f32>,
expected: Option<f32>,
) {
let actual = settings.filter(new_value, old_value);
assert_eq!(
expected, actual,
"Testing filtering for {:?} with new_value = {:?}, old_value = {:?}",
settings, new_value, old_value
);
}
#[test]
fn test_axis_settings_default_filter() {
let cases = [
(1.0, Some(1.0)),
(0.99, Some(1.0)),
(0.96, Some(1.0)),
(0.95, Some(1.0)),
(0.9499, Some(0.9499)),
(0.84, Some(0.84)),
(0.43, Some(0.43)),
(0.05001, Some(0.05001)),
(0.05, Some(0.0)),
(0.04, Some(0.0)),
(0.01, Some(0.0)),
(0.0, Some(0.0)),
(-1.0, Some(-1.0)),
(-0.99, Some(-1.0)),
(-0.96, Some(-1.0)),
(-0.95, Some(-1.0)),
(-0.9499, Some(-0.9499)),
(-0.84, Some(-0.84)),
(-0.43, Some(-0.43)),
(-0.05001, Some(-0.05001)),
(-0.05, Some(0.0)),
(-0.04, Some(0.0)),
(-0.01, Some(0.0)),
];
for (new_value, expected) in cases {
let settings = AxisSettings::default();
test_axis_settings_filter(settings, new_value, None, expected);
}
}
#[test]
fn test_axis_settings_default_filter_with_old_values() {
let cases = [
(0.43, Some(0.44001), Some(0.43)),
(0.43, Some(0.44), None),
(0.43, Some(0.43), None),
(0.43, Some(0.41999), Some(0.43)),
(0.43, Some(0.17), Some(0.43)),
(0.43, Some(0.84), Some(0.43)),
(0.05, Some(0.055), Some(0.0)),
(0.95, Some(0.945), Some(1.0)),
(-0.43, Some(-0.44001), Some(-0.43)),
(-0.43, Some(-0.44), None),
(-0.43, Some(-0.43), None),
(-0.43, Some(-0.41999), Some(-0.43)),
(-0.43, Some(-0.17), Some(-0.43)),
(-0.43, Some(-0.84), Some(-0.43)),
(-0.05, Some(-0.055), Some(0.0)),
(-0.95, Some(-0.945), Some(-1.0)),
];
for (new_value, old_value, expected) in cases {
let settings = AxisSettings::default();
test_axis_settings_filter(settings, new_value, old_value, expected);
}
}
#[test]
fn test_button_settings_default_is_pressed() {
let cases = [
(1.0, true),
(0.95, true),
(0.9, true),
(0.8, true),
(0.75, true),
(0.7, false),
(0.65, false),
(0.5, false),
(0.0, false),
];
for (value, expected) in cases {
let settings = ButtonSettings::default();
let actual = settings.is_pressed(value);
assert_eq!(expected, actual, "Testing is pressed for value: {}", value);
}
}
#[test]
fn test_button_settings_default_is_released() {
let cases = [
(1.0, false),
(0.95, false),
(0.9, false),
(0.8, false),
(0.75, false),
(0.7, false),
(0.65, true),
(0.5, true),
(0.0, true),
];
for (value, expected) in cases {
let settings = ButtonSettings::default();
let actual = settings.is_released(value);
assert_eq!(expected, actual, "Testing is released for value: {}", value);
}
}
}