bevy/crates/bevy_gilrs/src/gilrs_system.rs
Zicklag 1fccb99d3a Improve Gamepad DPad Button Detection (#5220)
# Objective

- Enable the `axis_dpad_to_button` gilrs filter to map hats to dpad buttons on supported remotes.
- Fixes https://github.com/Leafwing-Studios/leafwing-input-manager/issues/149
- Might have fixed the confusion related to https://github.com/bevyengine/bevy/issues/3229

## Solution

- Enables the `axis_dpad_to_button` filter in `gilrs` which will use it's remote mapping information to see if there are hats mapped to dpads for that remote model. I don't really understand the logic it uses exactly, but it is usually enabled by default in gilrs and I believe it probably leads to more intuitive mapping compared to the current situation of dpad buttons being mapped to an axis.
- Removes the `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` enum variants to avoid user confusion. Those variants should never be emitted anyway, for all supported remotes.

---

## Changelog

### Changed

- Removed `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` in favor of using `GamepadButtonType::DPad[Up/Down/Left/Right]` instead.

## Migration Guide

If your game reads gamepad events or queries the axis state of `GamePadAxisType::DPadX` or `GamePadAxisType::DPadY`, then you must migrate your code to check whether or not the `GamepadButtonType::DPadUp`, `GamepadButtonType::DPadDown`, etc. buttons were pressed instead.
2022-07-11 14:11:25 +00:00

57 lines
2.1 KiB
Rust

use crate::converter::{convert_axis, convert_button, convert_gamepad_id};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{NonSend, NonSendMut};
use bevy_input::{gamepad::GamepadEventRaw, prelude::*};
use gilrs::{ev::filter::axis_dpad_to_button, EventType, Filter, Gilrs};
pub fn gilrs_event_startup_system(gilrs: NonSend<Gilrs>, mut events: EventWriter<GamepadEventRaw>) {
for (id, _) in gilrs.gamepads() {
events.send(GamepadEventRaw::new(
convert_gamepad_id(id),
GamepadEventType::Connected,
));
}
}
pub fn gilrs_event_system(mut gilrs: NonSendMut<Gilrs>, mut events: EventWriter<GamepadEventRaw>) {
while let Some(gilrs_event) = gilrs
.next_event()
.filter_ev(&axis_dpad_to_button, &mut gilrs)
{
gilrs.update(&gilrs_event);
match gilrs_event.event {
EventType::Connected => {
events.send(GamepadEventRaw::new(
convert_gamepad_id(gilrs_event.id),
GamepadEventType::Connected,
));
}
EventType::Disconnected => {
events.send(GamepadEventRaw::new(
convert_gamepad_id(gilrs_event.id),
GamepadEventType::Disconnected,
));
}
EventType::ButtonChanged(gilrs_button, value, _) => {
if let Some(button_type) = convert_button(gilrs_button) {
events.send(GamepadEventRaw::new(
convert_gamepad_id(gilrs_event.id),
GamepadEventType::ButtonChanged(button_type, value),
));
}
}
EventType::AxisChanged(gilrs_axis, value, _) => {
if let Some(axis_type) = convert_axis(gilrs_axis) {
events.send(GamepadEventRaw::new(
convert_gamepad_id(gilrs_event.id),
GamepadEventType::AxisChanged(axis_type, value),
));
}
}
_ => (),
};
}
gilrs.inc();
}