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