# Objective Provide the ability to trigger controller rumbling (force-feedback) with a cross-platform API. ## Solution This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a system in `bevy_gilrs` to read them and rumble controllers accordingly. It's a relatively primitive API with a `duration` in seconds and `GamepadRumbleIntensity` with values for the weak and strong gamepad motors. It's is an almost 1-to-1 mapping to platform APIs. Some platforms refer to these motors as left and right, and low frequency and high frequency, but by convention, they're usually the same. I used #3868 as a starting point, updated to main, removed the low-level gilrs effect API, and moved the requests to `bevy_input` and exposed the strong and weak intensities. I intend this to hopefully be a non-controversial cross-platform starting point we can build upon to eventually support more fine-grained control (closer to the gilrs effect API) --- ## Changelog ### Added - Gamepads can now be rumbled by sending the `GamepadRumbleRequest` event. --------- Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
40 lines
1.2 KiB
Rust
40 lines
1.2 KiB
Rust
#![allow(clippy::type_complexity)]
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mod converter;
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mod gilrs_system;
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mod rumble;
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use bevy_app::{App, Plugin, PostUpdate, PreStartup, PreUpdate};
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use bevy_ecs::prelude::*;
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use bevy_input::InputSystem;
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use bevy_utils::tracing::error;
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use gilrs::GilrsBuilder;
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use gilrs_system::{gilrs_event_startup_system, gilrs_event_system};
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use rumble::{play_gilrs_rumble, RunningRumbleEffects};
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#[derive(Default)]
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pub struct GilrsPlugin;
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/// Updates the running gamepad rumble effects.
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#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
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pub struct RumbleSystem;
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impl Plugin for GilrsPlugin {
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fn build(&self, app: &mut App) {
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match GilrsBuilder::new()
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.with_default_filters(false)
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.set_update_state(false)
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.build()
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{
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Ok(gilrs) => {
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app.insert_non_send_resource(gilrs)
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.init_non_send_resource::<RunningRumbleEffects>()
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.add_systems(PreStartup, gilrs_event_startup_system)
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.add_systems(PreUpdate, gilrs_event_system.before(InputSystem))
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.add_systems(PostUpdate, play_gilrs_rumble.in_set(RumbleSystem));
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}
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Err(err) => error!("Failed to start Gilrs. {}", err),
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}
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}
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}
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