
# Objective - Currently, (AFAIC, accidentally) after registering an event for a Gilrs button event, we ignore all subsequent events for the same button in the same frame, because we don't update our filter. This is rare, but I noticed it while adding gamepad support to a terminal app rendering at 15fps. - Related to #4664, but does not quite fix it. ## Solution - Move the edit to the `Axis<GamepadButton>` resource to when we read the events from Gilrs.
93 lines
3.7 KiB
Rust
93 lines
3.7 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, Res, ResMut};
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use bevy_input::gamepad::{
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GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnection, GamepadConnectionEvent,
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GamepadSettings,
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};
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use bevy_input::gamepad::{GamepadEvent, GamepadInfo};
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use bevy_input::prelude::{GamepadAxis, GamepadButton};
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use bevy_input::Axis;
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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(
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gilrs: NonSend<Gilrs>,
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mut connection_events: EventWriter<GamepadConnectionEvent>,
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) {
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for (id, gamepad) in gilrs.gamepads() {
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let info = GamepadInfo {
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name: gamepad.name().into(),
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};
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connection_events.send(GamepadConnectionEvent {
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gamepad: convert_gamepad_id(id),
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connection: GamepadConnection::Connected(info),
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});
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}
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}
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pub fn gilrs_event_system(
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mut gilrs: NonSendMut<Gilrs>,
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mut events: EventWriter<GamepadEvent>,
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mut gamepad_buttons: ResMut<Axis<GamepadButton>>,
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gamepad_axis: Res<Axis<GamepadAxis>>,
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gamepad_settings: Res<GamepadSettings>,
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) {
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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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let gamepad = convert_gamepad_id(gilrs_event.id);
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match gilrs_event.event {
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EventType::Connected => {
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let pad = gilrs.gamepad(gilrs_event.id);
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let info = GamepadInfo {
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name: pad.name().into(),
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};
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events.send(
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GamepadConnectionEvent::new(gamepad, GamepadConnection::Connected(info)).into(),
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);
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}
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EventType::Disconnected => events
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.send(GamepadConnectionEvent::new(gamepad, GamepadConnection::Disconnected).into()),
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EventType::ButtonChanged(gilrs_button, raw_value, _) => {
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if let Some(button_type) = convert_button(gilrs_button) {
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let button = GamepadButton::new(gamepad, button_type);
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let old_value = gamepad_buttons.get(button);
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let button_settings = gamepad_settings.get_button_axis_settings(button);
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// Only send events that pass the user-defined change threshold
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if let Some(filtered_value) = button_settings.filter(raw_value, old_value) {
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events.send(
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GamepadButtonChangedEvent::new(gamepad, button_type, filtered_value)
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.into(),
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);
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// Update the current value prematurely so that `old_value` is correct in
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// future iterations of the loop.
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gamepad_buttons.set(button, filtered_value);
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}
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}
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}
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EventType::AxisChanged(gilrs_axis, raw_value, _) => {
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if let Some(axis_type) = convert_axis(gilrs_axis) {
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let axis = GamepadAxis::new(gamepad, axis_type);
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let old_value = gamepad_axis.get(axis);
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let axis_settings = gamepad_settings.get_axis_settings(axis);
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// Only send events that pass the user-defined change threshold
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if let Some(filtered_value) = axis_settings.filter(raw_value, old_value) {
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events.send(
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GamepadAxisChangedEvent::new(gamepad, axis_type, filtered_value).into(),
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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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}
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gilrs.inc();
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}
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