bevy/crates
s-puig e788e3bc83
Implement gamepads as entities (#12770)
# 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>
2024-09-27 20:07:20 +00:00
..
bevy_a11y Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_animation Include AnimationTarget directly in the animation query rather than reading it through the EntityMut (#15413) 2024-09-27 18:18:03 +00:00
bevy_app Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_asset Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_audio Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_color Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_core Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_core_pipeline Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_derive Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_dev_tools Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_diagnostic Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_dylib Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965) 2024-07-29 23:10:16 +00:00
bevy_ecs Reduce memory usage in component fetches and change detection filters (#15283) 2024-09-27 14:06:40 +00:00
bevy_encase_derive Update `glam to 0.29, encase` to 0.10. (#15249) 2024-09-23 19:44:02 +00:00
bevy_gilrs Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
bevy_gizmos Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_gltf Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_hierarchy Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_input Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
bevy_internal Initial implementation of the Bevy Remote Protocol (Adopted) (#14880) 2024-09-23 18:36:16 +00:00
bevy_log Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_macro_utils Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_math Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_mikktspace Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_pbr Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_picking Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_ptr Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_reflect Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_remote Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_render Migrate visibility to required components (#15474) 2024-09-27 19:06:16 +00:00
bevy_scene Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_sprite Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_state Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_tasks Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_text Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_time Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_transform Migrate visibility to required components (#15474) 2024-09-27 19:06:16 +00:00
bevy_ui Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_utils Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_window Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_winit Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00