456 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			456 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows a visualization of gamepad buttons, sticks, and triggers
 | 
						|
 | 
						|
use std::f32::consts::PI;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
 | 
						|
    prelude::*,
 | 
						|
    sprite::Anchor,
 | 
						|
};
 | 
						|
 | 
						|
const BUTTON_RADIUS: f32 = 25.;
 | 
						|
const BUTTON_CLUSTER_RADIUS: f32 = 50.;
 | 
						|
const START_SIZE: Vec2 = Vec2::new(30., 15.);
 | 
						|
const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
 | 
						|
const STICK_BOUNDS_SIZE: f32 = 100.;
 | 
						|
 | 
						|
const BUTTONS_X: f32 = 150.;
 | 
						|
const BUTTONS_Y: f32 = 80.;
 | 
						|
const STICKS_X: f32 = 150.;
 | 
						|
const STICKS_Y: f32 = -135.;
 | 
						|
 | 
						|
const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
 | 
						|
const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
 | 
						|
const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
 | 
						|
const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
 | 
						|
 | 
						|
#[derive(Component, Deref)]
 | 
						|
struct ReactTo(GamepadButton);
 | 
						|
#[derive(Component)]
 | 
						|
struct MoveWithAxes {
 | 
						|
    x_axis: GamepadAxis,
 | 
						|
    y_axis: GamepadAxis,
 | 
						|
    scale: f32,
 | 
						|
}
 | 
						|
#[derive(Component)]
 | 
						|
struct TextWithAxes {
 | 
						|
    x_axis: GamepadAxis,
 | 
						|
    y_axis: GamepadAxis,
 | 
						|
}
 | 
						|
#[derive(Component, Deref)]
 | 
						|
struct TextWithButtonValue(GamepadButton);
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct ConnectedGamepadsText;
 | 
						|
 | 
						|
#[derive(Resource)]
 | 
						|
struct ButtonMaterials {
 | 
						|
    normal: MeshMaterial2d<ColorMaterial>,
 | 
						|
    active: MeshMaterial2d<ColorMaterial>,
 | 
						|
}
 | 
						|
 | 
						|
impl FromWorld for ButtonMaterials {
 | 
						|
    fn from_world(world: &mut World) -> Self {
 | 
						|
        Self {
 | 
						|
            normal: world.add_asset(NORMAL_BUTTON_COLOR).into(),
 | 
						|
            active: world.add_asset(ACTIVE_BUTTON_COLOR).into(),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
#[derive(Resource)]
 | 
						|
struct ButtonMeshes {
 | 
						|
    circle: Mesh2d,
 | 
						|
    triangle: Mesh2d,
 | 
						|
    start_pause: Mesh2d,
 | 
						|
    trigger: Mesh2d,
 | 
						|
}
 | 
						|
 | 
						|
impl FromWorld for ButtonMeshes {
 | 
						|
    fn from_world(world: &mut World) -> Self {
 | 
						|
        Self {
 | 
						|
            circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
 | 
						|
            triangle: world
 | 
						|
                .add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
 | 
						|
                .into(),
 | 
						|
            start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
 | 
						|
            trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Bundle)]
 | 
						|
struct GamepadButtonBundle {
 | 
						|
    mesh: Mesh2d,
 | 
						|
    material: MeshMaterial2d<ColorMaterial>,
 | 
						|
    transform: Transform,
 | 
						|
    react_to: ReactTo,
 | 
						|
}
 | 
						|
 | 
						|
impl GamepadButtonBundle {
 | 
						|
    pub fn new(
 | 
						|
        button_type: GamepadButton,
 | 
						|
        mesh: Mesh2d,
 | 
						|
        material: MeshMaterial2d<ColorMaterial>,
 | 
						|
        x: f32,
 | 
						|
        y: f32,
 | 
						|
    ) -> Self {
 | 
						|
        Self {
 | 
						|
            mesh,
 | 
						|
            material,
 | 
						|
            transform: Transform::from_xyz(x, y, 0.),
 | 
						|
            react_to: ReactTo(button_type),
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    pub fn with_rotation(mut self, angle: f32) -> Self {
 | 
						|
        self.transform.rotation = Quat::from_rotation_z(angle);
 | 
						|
        self
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .init_resource::<ButtonMaterials>()
 | 
						|
        .init_resource::<ButtonMeshes>()
 | 
						|
        .add_systems(
 | 
						|
            Startup,
 | 
						|
            (setup, setup_sticks, setup_triggers, setup_connected),
 | 
						|
        )
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (
 | 
						|
                update_buttons,
 | 
						|
                update_button_values,
 | 
						|
                update_axes,
 | 
						|
                update_connected,
 | 
						|
            ),
 | 
						|
        )
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
 | 
						|
    // Buttons
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
 | 
						|
        Visibility::default(),
 | 
						|
        children![
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::North,
 | 
						|
                meshes.circle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                0.,
 | 
						|
                BUTTON_CLUSTER_RADIUS,
 | 
						|
            ),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::South,
 | 
						|
                meshes.circle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                0.,
 | 
						|
                -BUTTON_CLUSTER_RADIUS,
 | 
						|
            ),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::West,
 | 
						|
                meshes.circle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                -BUTTON_CLUSTER_RADIUS,
 | 
						|
                0.,
 | 
						|
            ),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::East,
 | 
						|
                meshes.circle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                BUTTON_CLUSTER_RADIUS,
 | 
						|
                0.,
 | 
						|
            ),
 | 
						|
        ],
 | 
						|
    ));
 | 
						|
 | 
						|
    // Start and Pause
 | 
						|
 | 
						|
    commands.spawn(GamepadButtonBundle::new(
 | 
						|
        GamepadButton::Select,
 | 
						|
        meshes.start_pause.clone(),
 | 
						|
        materials.normal.clone(),
 | 
						|
        -30.,
 | 
						|
        BUTTONS_Y,
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn(GamepadButtonBundle::new(
 | 
						|
        GamepadButton::Start,
 | 
						|
        meshes.start_pause.clone(),
 | 
						|
        materials.normal.clone(),
 | 
						|
        30.,
 | 
						|
        BUTTONS_Y,
 | 
						|
    ));
 | 
						|
 | 
						|
    // D-Pad
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
 | 
						|
        Visibility::default(),
 | 
						|
        children![
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::DPadUp,
 | 
						|
                meshes.triangle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                0.,
 | 
						|
                BUTTON_CLUSTER_RADIUS,
 | 
						|
            ),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::DPadDown,
 | 
						|
                meshes.triangle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                0.,
 | 
						|
                -BUTTON_CLUSTER_RADIUS,
 | 
						|
            )
 | 
						|
            .with_rotation(PI),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::DPadLeft,
 | 
						|
                meshes.triangle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                -BUTTON_CLUSTER_RADIUS,
 | 
						|
                0.,
 | 
						|
            )
 | 
						|
            .with_rotation(PI / 2.),
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                GamepadButton::DPadRight,
 | 
						|
                meshes.triangle.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                BUTTON_CLUSTER_RADIUS,
 | 
						|
                0.,
 | 
						|
            )
 | 
						|
            .with_rotation(-PI / 2.),
 | 
						|
        ],
 | 
						|
    ));
 | 
						|
 | 
						|
    // Triggers
 | 
						|
 | 
						|
    commands.spawn(GamepadButtonBundle::new(
 | 
						|
        GamepadButton::LeftTrigger,
 | 
						|
        meshes.trigger.clone(),
 | 
						|
        materials.normal.clone(),
 | 
						|
        -BUTTONS_X,
 | 
						|
        BUTTONS_Y + 115.,
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn(GamepadButtonBundle::new(
 | 
						|
        GamepadButton::RightTrigger,
 | 
						|
        meshes.trigger.clone(),
 | 
						|
        materials.normal.clone(),
 | 
						|
        BUTTONS_X,
 | 
						|
        BUTTONS_Y + 115.,
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
fn setup_sticks(
 | 
						|
    mut commands: Commands,
 | 
						|
    meshes: Res<ButtonMeshes>,
 | 
						|
    materials: Res<ButtonMaterials>,
 | 
						|
) {
 | 
						|
    // NOTE: This stops making sense because in entities because there isn't a "global" default,
 | 
						|
    // instead each gamepad has its own default setting
 | 
						|
    let gamepad_settings = GamepadSettings::default();
 | 
						|
    let dead_upper =
 | 
						|
        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
 | 
						|
    let dead_lower =
 | 
						|
        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
 | 
						|
    let dead_size = dead_lower.abs() + dead_upper.abs();
 | 
						|
    let dead_mid = (dead_lower + dead_upper) / 2.0;
 | 
						|
 | 
						|
    let live_upper =
 | 
						|
        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
 | 
						|
    let live_lower =
 | 
						|
        STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
 | 
						|
    let live_size = live_lower.abs() + live_upper.abs();
 | 
						|
    let live_mid = (live_lower + live_upper) / 2.0;
 | 
						|
 | 
						|
    let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
 | 
						|
        let style = TextFont {
 | 
						|
            font_size: 13.,
 | 
						|
            ..default()
 | 
						|
        };
 | 
						|
        commands.spawn((
 | 
						|
            Transform::from_xyz(x_pos, y_pos, 0.),
 | 
						|
            Visibility::default(),
 | 
						|
            children![
 | 
						|
                Sprite::from_color(DEAD_COLOR, Vec2::splat(STICK_BOUNDS_SIZE * 2.),),
 | 
						|
                (
 | 
						|
                    Sprite::from_color(LIVE_COLOR, Vec2::splat(live_size)),
 | 
						|
                    Transform::from_xyz(live_mid, live_mid, 2.),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Sprite::from_color(DEAD_COLOR, Vec2::splat(dead_size)),
 | 
						|
                    Transform::from_xyz(dead_mid, dead_mid, 3.),
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    Text2d::default(),
 | 
						|
                    Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
 | 
						|
                    Anchor::BOTTOM_CENTER,
 | 
						|
                    TextWithAxes { x_axis, y_axis },
 | 
						|
                    children![
 | 
						|
                        (TextSpan(format!("{:.3}", 0.)), style.clone()),
 | 
						|
                        (TextSpan::new(", "), style.clone()),
 | 
						|
                        (TextSpan(format!("{:.3}", 0.)), style),
 | 
						|
                    ]
 | 
						|
                ),
 | 
						|
                (
 | 
						|
                    meshes.circle.clone(),
 | 
						|
                    materials.normal.clone(),
 | 
						|
                    Transform::from_xyz(0., 0., 5.).with_scale(Vec2::splat(0.15).extend(1.)),
 | 
						|
                    MoveWithAxes {
 | 
						|
                        x_axis,
 | 
						|
                        y_axis,
 | 
						|
                        scale: STICK_BOUNDS_SIZE,
 | 
						|
                    },
 | 
						|
                    ReactTo(button),
 | 
						|
                ),
 | 
						|
            ],
 | 
						|
        ));
 | 
						|
    };
 | 
						|
 | 
						|
    spawn_stick(
 | 
						|
        -STICKS_X,
 | 
						|
        STICKS_Y,
 | 
						|
        GamepadAxis::LeftStickX,
 | 
						|
        GamepadAxis::LeftStickY,
 | 
						|
        GamepadButton::LeftThumb,
 | 
						|
    );
 | 
						|
    spawn_stick(
 | 
						|
        STICKS_X,
 | 
						|
        STICKS_Y,
 | 
						|
        GamepadAxis::RightStickX,
 | 
						|
        GamepadAxis::RightStickY,
 | 
						|
        GamepadButton::RightThumb,
 | 
						|
    );
 | 
						|
}
 | 
						|
 | 
						|
fn setup_triggers(
 | 
						|
    mut commands: Commands,
 | 
						|
    meshes: Res<ButtonMeshes>,
 | 
						|
    materials: Res<ButtonMaterials>,
 | 
						|
) {
 | 
						|
    let mut spawn_trigger = |x, y, button_type| {
 | 
						|
        commands.spawn((
 | 
						|
            GamepadButtonBundle::new(
 | 
						|
                button_type,
 | 
						|
                meshes.trigger.clone(),
 | 
						|
                materials.normal.clone(),
 | 
						|
                x,
 | 
						|
                y,
 | 
						|
            ),
 | 
						|
            children![(
 | 
						|
                Transform::from_xyz(0., 0., 1.),
 | 
						|
                Text(format!("{:.3}", 0.)),
 | 
						|
                TextFont {
 | 
						|
                    font_size: 13.,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                TextWithButtonValue(button_type),
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    };
 | 
						|
 | 
						|
    spawn_trigger(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
 | 
						|
    spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
 | 
						|
}
 | 
						|
 | 
						|
fn setup_connected(mut commands: Commands) {
 | 
						|
    // This is UI text, unlike other text in this example which is 2d.
 | 
						|
    commands.spawn((
 | 
						|
        Text::new("Connected Gamepads:\n"),
 | 
						|
        Node {
 | 
						|
            position_type: PositionType::Absolute,
 | 
						|
            top: Val::Px(12.),
 | 
						|
            left: Val::Px(12.),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        ConnectedGamepadsText,
 | 
						|
        children![TextSpan::new("None")],
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
fn update_buttons(
 | 
						|
    gamepads: Query<&Gamepad>,
 | 
						|
    materials: Res<ButtonMaterials>,
 | 
						|
    mut query: Query<(&mut MeshMaterial2d<ColorMaterial>, &ReactTo)>,
 | 
						|
) {
 | 
						|
    for gamepad in &gamepads {
 | 
						|
        for (mut handle, react_to) in query.iter_mut() {
 | 
						|
            if gamepad.just_pressed(**react_to) {
 | 
						|
                *handle = materials.active.clone();
 | 
						|
            }
 | 
						|
            if gamepad.just_released(**react_to) {
 | 
						|
                *handle = materials.normal.clone();
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
fn update_button_values(
 | 
						|
    mut events: EventReader<GamepadButtonChangedEvent>,
 | 
						|
    mut query: Query<(&mut Text2d, &TextWithButtonValue)>,
 | 
						|
) {
 | 
						|
    for button_event in events.read() {
 | 
						|
        for (mut text, text_with_button_value) in query.iter_mut() {
 | 
						|
            if button_event.button == **text_with_button_value {
 | 
						|
                **text = format!("{:.3}", button_event.value);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn update_axes(
 | 
						|
    mut axis_events: EventReader<GamepadAxisChangedEvent>,
 | 
						|
    mut query: Query<(&mut Transform, &MoveWithAxes)>,
 | 
						|
    text_query: Query<(Entity, &TextWithAxes)>,
 | 
						|
    mut writer: Text2dWriter,
 | 
						|
) {
 | 
						|
    for axis_event in axis_events.read() {
 | 
						|
        let axis_type = axis_event.axis;
 | 
						|
        let value = axis_event.value;
 | 
						|
        for (mut transform, move_with) in query.iter_mut() {
 | 
						|
            if axis_type == move_with.x_axis {
 | 
						|
                transform.translation.x = value * move_with.scale;
 | 
						|
            }
 | 
						|
            if axis_type == move_with.y_axis {
 | 
						|
                transform.translation.y = value * move_with.scale;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        for (text, text_with_axes) in text_query.iter() {
 | 
						|
            if axis_type == text_with_axes.x_axis {
 | 
						|
                *writer.text(text, 1) = format!("{value:.3}");
 | 
						|
            }
 | 
						|
            if axis_type == text_with_axes.y_axis {
 | 
						|
                *writer.text(text, 3) = format!("{value:.3}");
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn update_connected(
 | 
						|
    mut connected: EventReader<GamepadConnectionEvent>,
 | 
						|
    gamepads: Query<(Entity, &Name), With<Gamepad>>,
 | 
						|
    text: Single<Entity, With<ConnectedGamepadsText>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    if connected.is_empty() {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    connected.clear();
 | 
						|
 | 
						|
    let formatted = gamepads
 | 
						|
        .iter()
 | 
						|
        .map(|(entity, name)| format!("{entity} - {name}"))
 | 
						|
        .collect::<Vec<_>>()
 | 
						|
        .join("\n");
 | 
						|
 | 
						|
    *writer.text(*text, 1) = if !formatted.is_empty() {
 | 
						|
        formatted
 | 
						|
    } else {
 | 
						|
        "None".to_string()
 | 
						|
    }
 | 
						|
}
 |