Schedule gilrs system before input systems (#2989)

# Objective

Previously, the gilrs system had no explicit relationship to the input
systems. This could potentially cause it to be scheduled after the
input systems, leading to a one-frame lag in gamepad inputs.

This was a regression introduced in #1606 which removed the `PreEvent` stage

## Solution

This adds an explicit `before` relationship to the gilrs plugin,
ensuring that raw gamepad events will be processed on the same frame
that they are generated.
This commit is contained in:
Branan Riley 2021-12-16 00:04:34 +00:00
parent 49a4009d5c
commit 684c821e96

View File

@ -2,6 +2,8 @@ mod converter;
mod gilrs_system;
use bevy_app::{App, CoreStage, Plugin, StartupStage};
use bevy_ecs::schedule::ParallelSystemDescriptorCoercion;
use bevy_input::InputSystem;
use bevy_utils::tracing::error;
use gilrs::GilrsBuilder;
use gilrs_system::{gilrs_event_startup_system, gilrs_event_system};
@ -22,7 +24,10 @@ impl Plugin for GilrsPlugin {
StartupStage::PreStartup,
gilrs_event_startup_system,
)
.add_system_to_stage(CoreStage::PreUpdate, gilrs_event_system);
.add_system_to_stage(
CoreStage::PreUpdate,
gilrs_event_system.before(InputSystem),
);
}
Err(err) => error!("Failed to start Gilrs. {}", err),
}