bevy/crates/bevy_gilrs/src/gilrs_system.rs
Zachary Harrold 3c689b9ca8
Update Event send methods to return EventId (#10551)
# Objective

- Fixes #10532

## Solution

I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.

These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.

## Usage

Now when sending events, the IDs of those events is available for
immediate use:

```rust
// Example of a request-response system where the requester can track handled requests.

/// A system which can make and track requests
fn requester(
    mut requests: EventWriter<Request>,
    mut handled: EventReader<Handled>,
    mut pending: Local<HashSet<EventId<Request>>>,
) {
    // Check status of previous requests
    for Handled(id) in handled.read() {
        pending.remove(&id);
    }

    if !pending.is_empty() {
        error!("Not all my requests were handled on the previous frame!");
        pending.clear();
    }

    // Send a new request and remember its ID for later
    let request_id = requests.send(Request::MyRequest { /* ... */ });

    pending.insert(request_id);
}

/// A system which handles requests
fn responder(
    mut requests: EventReader<Request>,
    mut handled: EventWriter<Handled>,
) {
    for (request, id) in requests.read_with_id() {
        if handle(request).is_ok() {
            handled.send(Handled(id));
        }
    }
}
```

In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.

---

## Changelog

- Updated `Events`:
  - Added `send_batch`
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
  - Modified `send_batch` to return all sent `EventId`s
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.

## Migration Guide

### `send` / `send_default` / `send_batch`

For the following methods:

- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`

Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.

```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default()
}

// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default();
}
```

This will most likely be noticed within `match` statements:

```rust
// Before
match is_pressed {
    true => events.send(PlayerAction::Fire),
//                 ^--^ No longer returns ()
    false => {}
}

// After
match is_pressed {
    true => {
        events.send(PlayerAction::Fire);
    },
    false => {}
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-16 17:20:43 +00:00

96 lines
3.8 KiB
Rust

use crate::converter::{convert_axis, convert_button, convert_gamepad_id};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSend, NonSendMut, Res, ResMut};
use bevy_input::gamepad::{
GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnection, GamepadConnectionEvent,
GamepadSettings,
};
use bevy_input::gamepad::{GamepadEvent, GamepadInfo};
use bevy_input::prelude::{GamepadAxis, GamepadButton};
use bevy_input::Axis;
use gilrs::{ev::filter::axis_dpad_to_button, EventType, Filter, Gilrs};
pub fn gilrs_event_startup_system(
gilrs: NonSend<Gilrs>,
mut connection_events: EventWriter<GamepadConnectionEvent>,
) {
for (id, gamepad) in gilrs.gamepads() {
let info = GamepadInfo {
name: gamepad.name().into(),
};
connection_events.send(GamepadConnectionEvent {
gamepad: convert_gamepad_id(id),
connection: GamepadConnection::Connected(info),
});
}
}
pub fn gilrs_event_system(
mut gilrs: NonSendMut<Gilrs>,
mut events: EventWriter<GamepadEvent>,
mut gamepad_buttons: ResMut<Axis<GamepadButton>>,
gamepad_axis: Res<Axis<GamepadAxis>>,
gamepad_settings: Res<GamepadSettings>,
) {
while let Some(gilrs_event) = gilrs
.next_event()
.filter_ev(&axis_dpad_to_button, &mut gilrs)
{
gilrs.update(&gilrs_event);
let gamepad = convert_gamepad_id(gilrs_event.id);
match gilrs_event.event {
EventType::Connected => {
let pad = gilrs.gamepad(gilrs_event.id);
let info = GamepadInfo {
name: pad.name().into(),
};
events.send(
GamepadConnectionEvent::new(gamepad, GamepadConnection::Connected(info)).into(),
);
}
EventType::Disconnected => {
events.send(
GamepadConnectionEvent::new(gamepad, GamepadConnection::Disconnected).into(),
);
}
EventType::ButtonChanged(gilrs_button, raw_value, _) => {
if let Some(button_type) = convert_button(gilrs_button) {
let button = GamepadButton::new(gamepad, button_type);
let old_value = gamepad_buttons.get(button);
let button_settings = gamepad_settings.get_button_axis_settings(button);
// Only send events that pass the user-defined change threshold
if let Some(filtered_value) = button_settings.filter(raw_value, old_value) {
events.send(
GamepadButtonChangedEvent::new(gamepad, button_type, filtered_value)
.into(),
);
// Update the current value prematurely so that `old_value` is correct in
// future iterations of the loop.
gamepad_buttons.set(button, filtered_value);
}
}
}
EventType::AxisChanged(gilrs_axis, raw_value, _) => {
if let Some(axis_type) = convert_axis(gilrs_axis) {
let axis = GamepadAxis::new(gamepad, axis_type);
let old_value = gamepad_axis.get(axis);
let axis_settings = gamepad_settings.get_axis_settings(axis);
// Only send events that pass the user-defined change threshold
if let Some(filtered_value) = axis_settings.filter(raw_value, old_value) {
events.send(
GamepadAxisChangedEvent::new(gamepad, axis_type, filtered_value).into(),
);
}
}
}
_ => (),
};
}
gilrs.inc();
}