mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
e788e3bc83
# 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>
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 });
|
|
}
|
|
}
|
|
}
|