# Objective - Contributes to #16877 ## Solution - Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils` and into `bevy_platform_support` - Refactored the above to match the layout of these types in `std`. - Updated crates as required. ## Testing - CI --- ## Migration Guide - The following items were moved out of `bevy_utils` and into `bevy_platform_support::hash`: - `FixedState` - `DefaultHasher` - `RandomState` - `FixedHasher` - `Hashed` - `PassHash` - `PassHasher` - `NoOpHash` - The following items were moved out of `bevy_utils` and into `bevy_platform_support::collections`: - `HashMap` - `HashSet` - `bevy_utils::hashbrown` has been removed. Instead, import from `bevy_platform_support::collections` _or_ take a dependency on `hashbrown` directly. - `bevy_utils::Entry` has been removed. Instead, import from `bevy_platform_support::collections::hash_map` or `bevy_platform_support::collections::hash_set` as appropriate. - All of the above equally apply to `bevy::utils` and `bevy::platform_support`. ## Notes - I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils` as they might be candidates for micro-crating. They can always be moved into `bevy_platform_support` at a later date if desired.
82 lines
2.9 KiB
Rust
82 lines
2.9 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Systems and type definitions for gamepad handling in Bevy.
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//!
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//! This crate is built on top of [GilRs](gilrs), a library
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//! that handles abstracting over platform-specific gamepad APIs.
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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::entity::hash_map::EntityHashMap;
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use bevy_ecs::prelude::*;
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use bevy_input::InputSystem;
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use bevy_platform_support::collections::HashMap;
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use bevy_utils::synccell::SyncCell;
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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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use tracing::error;
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#[cfg_attr(not(target_arch = "wasm32"), derive(Resource))]
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pub(crate) struct Gilrs(pub SyncCell<gilrs::Gilrs>);
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/// A [`resource`](Resource) with the mapping of connected [`gilrs::GamepadId`] and their [`Entity`].
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#[derive(Debug, Default, Resource)]
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pub(crate) struct GilrsGamepads {
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/// Mapping of [`Entity`] to [`gilrs::GamepadId`].
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pub(crate) entity_to_id: EntityHashMap<gilrs::GamepadId>,
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/// Mapping of [`gilrs::GamepadId`] to [`Entity`].
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pub(crate) id_to_entity: HashMap<gilrs::GamepadId, Entity>,
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}
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impl GilrsGamepads {
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/// Returns the [`Entity`] assigned to a connected [`gilrs::GamepadId`].
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pub fn get_entity(&self, gamepad_id: gilrs::GamepadId) -> Option<Entity> {
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self.id_to_entity.get(&gamepad_id).copied()
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}
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/// Returns the [`gilrs::GamepadId`] assigned to a gamepad [`Entity`].
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pub fn get_gamepad_id(&self, entity: Entity) -> Option<gilrs::GamepadId> {
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self.entity_to_id.get(&entity).copied()
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}
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}
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/// Plugin that provides gamepad handling to an [`App`].
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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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#[cfg(target_arch = "wasm32")]
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app.insert_non_send_resource(Gilrs(SyncCell::new(gilrs)));
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#[cfg(not(target_arch = "wasm32"))]
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app.insert_resource(Gilrs(SyncCell::new(gilrs)));
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app.init_resource::<GilrsGamepads>();
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app.init_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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