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https://github.com/bevyengine/bevy
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# 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
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//! pressed.
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use bevy::{
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input::gamepad::{Gamepad, GamepadRumbleIntensity, GamepadRumbleRequest},
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prelude::*,
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utils::Duration,
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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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.add_systems(Update, gamepad_system)
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.run();
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}
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fn gamepad_system(
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gamepads: Query<(Entity, &Gamepad)>,
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mut rumble_requests: EventWriter<GamepadRumbleRequest>,
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) {
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for (entity, gamepad) in &gamepads {
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if gamepad.just_pressed(GamepadButton::North) {
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info!(
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"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
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);
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad: entity,
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intensity: GamepadRumbleIntensity::strong_motor(0.1),
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duration: Duration::from_secs(5),
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});
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}
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if gamepad.just_pressed(GamepadButton::East) {
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info!("East face button: maximum rumble on both motors for 5 seconds");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad: entity,
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duration: Duration::from_secs(5),
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intensity: GamepadRumbleIntensity::MAX,
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});
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}
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if gamepad.just_pressed(GamepadButton::South) {
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info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad: entity,
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duration: Duration::from_secs_f32(0.5),
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intensity: GamepadRumbleIntensity::weak_motor(0.25),
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});
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}
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if gamepad.just_pressed(GamepadButton::West) {
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info!("West face button: custom rumble intensity for 5 second");
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rumble_requests.send(GamepadRumbleRequest::Add {
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gamepad: entity,
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intensity: GamepadRumbleIntensity {
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// intensity low-frequency motor, usually on the left-hand side
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strong_motor: 0.5,
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// intensity of high-frequency motor, usually on the right-hand side
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weak_motor: 0.25,
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},
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duration: Duration::from_secs(5),
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});
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}
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if gamepad.just_pressed(GamepadButton::Start) {
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info!("Start button: Interrupt the current rumble");
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rumble_requests.send(GamepadRumbleRequest::Stop { gamepad: entity });
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}
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}
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}
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