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feat: Direct Gilrs integration (#475)
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Replaces being tied to bevy for gamepad support (which is on an old
version). Directly imports and orchestrates Gilrs in bones itself, while
fitting into the existing input flow to not cause any issues until
keyboard/mouse are also brought into bones.
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RockasMockas authored Oct 6, 2024
1 parent c54f1ec commit 8722551
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Showing 6 changed files with 144 additions and 65 deletions.
61 changes: 28 additions & 33 deletions Cargo.lock

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2 changes: 1 addition & 1 deletion framework_crates/bones_bevy_renderer/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ anyhow = "1.0"

[dependencies.bevy]
default-features = false
features = ["bevy_render", "bevy_core_pipeline", "bevy_sprite", "x11", "bevy_gilrs"]
features = ["bevy_render", "bevy_core_pipeline", "bevy_sprite", "x11"]
version = "0.11"

[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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33 changes: 2 additions & 31 deletions framework_crates/bones_bevy_renderer/src/input.rs
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
use super::*;
use bevy::{
input::{
gamepad::GamepadEvent,
keyboard::KeyboardInput,
mouse::{MouseButtonInput, MouseMotion, MouseWheel},
},
window::PrimaryWindow,
};
use bones::{MouseScreenPosition, MouseWorldPosition};
use bones_framework::input::gilrs::process_gamepad_events;

pub fn insert_bones_input(
In((mouse_inputs, keyboard_inputs, gamepad_inputs)): In<(
Expand All @@ -28,7 +28,6 @@ pub fn get_bones_input(
mut mouse_motion_events: EventReader<MouseMotion>,
mut mouse_wheel_events: EventReader<MouseWheel>,
mut keyboard_events: EventReader<KeyboardInput>,
mut gamepad_events: EventReader<GamepadEvent>,
) -> (
bones::MouseInputs,
bones::KeyboardInputs,
Expand Down Expand Up @@ -67,35 +66,7 @@ pub fn get_bones_input(
})
.collect(),
},
bones::GamepadInputs {
gamepad_events: gamepad_events
.iter()
.map(|event| match event {
GamepadEvent::Connection(c) => {
bones::GamepadEvent::Connection(bones::GamepadConnectionEvent {
gamepad: c.gamepad.id as u32,
event: if c.connected() {
bones::GamepadConnectionEventKind::Connected
} else {
bones::GamepadConnectionEventKind::Disconnected
},
})
}
GamepadEvent::Button(b) => {
bones::GamepadEvent::Button(bones::GamepadButtonEvent {
gamepad: b.gamepad.id as u32,
button: b.button_type.into_bones(),
value: b.value,
})
}
GamepadEvent::Axis(a) => bones::GamepadEvent::Axis(bones::GamepadAxisEvent {
gamepad: a.gamepad.id as u32,
axis: a.axis_type.into_bones(),
value: a.value,
}),
})
.collect(),
},
process_gamepad_events(),
)
}

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3 changes: 3 additions & 0 deletions framework_crates/bones_framework/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -101,6 +101,9 @@ instant = { version = "0.1", features = ["wasm-bindgen"] }
noise = "0.9"
once_cell = "1.17"
thiserror = "1.0"
gilrs = "0.11.0"
send_wrapper = "0.6.0"


# Tracing
tracing = "0.1"
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1 change: 1 addition & 0 deletions framework_crates/bones_framework/src/input.rs
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@ use bones_schema::HasSchema;
use self::prelude::{GamepadInputs, KeyboardInputs};

pub mod gamepad;
pub mod gilrs;
pub mod keyboard;
pub mod mouse;
pub mod window;
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109 changes: 109 additions & 0 deletions framework_crates/bones_framework/src/input/gilrs.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,109 @@
//! Gilrs integration.
use crate::prelude::*;
use gilrs::{ev::filter::axis_dpad_to_button, EventType, Filter, Gilrs as GilrsContext};
use once_cell::sync::Lazy;
use send_wrapper::SendWrapper;
use std::sync::{Arc, Mutex};

/// Lazy-initialized GilrsContext
static GILRS_CONTEXT: Lazy<Arc<Mutex<SendWrapper<GilrsContext>>>> = Lazy::new(|| {
Arc::new(Mutex::new(SendWrapper::new(
GilrsContext::new().expect("Failed to initialize GilrsContext"),
)))
});

/// Processes gilrs gamepad events into Bones-native GamepadInputs
pub fn process_gamepad_events() -> GamepadInputs {
let mut gamepad_inputs = GamepadInputs::default();
let mut gilrs = GILRS_CONTEXT.lock().unwrap();
while let Some(gilrs_event) = gilrs
.next_event()
.filter_ev(&axis_dpad_to_button, &mut gilrs)
{
gilrs.update(&gilrs_event);

let gamepad = usize::from(gilrs_event.id) as u32;
match gilrs_event.event {
EventType::Connected => {
let _pad = gilrs.gamepad(gilrs_event.id);
gamepad_inputs.gamepad_events.push(GamepadEvent::Connection(
GamepadConnectionEvent {
gamepad,
event: GamepadConnectionEventKind::Connected,
},
));
}
EventType::Disconnected => {
gamepad_inputs.gamepad_events.push(GamepadEvent::Connection(
GamepadConnectionEvent {
gamepad,
event: GamepadConnectionEventKind::Disconnected,
},
));
}
EventType::ButtonChanged(gilrs_button, value, _) => {
if let Some(button) = convert_button(gilrs_button) {
gamepad_inputs
.gamepad_events
.push(GamepadEvent::Button(GamepadButtonEvent {
gamepad,
button,
value,
}));
}
}
EventType::AxisChanged(gilrs_axis, value, _) => {
if let Some(axis) = convert_axis(gilrs_axis) {
gamepad_inputs
.gamepad_events
.push(GamepadEvent::Axis(GamepadAxisEvent {
gamepad,
axis,
value,
}));
}
}
_ => (),
};
}
gamepad_inputs
}

/// Converts a gilrs button to a bones-native button
fn convert_button(button: gilrs::Button) -> Option<GamepadButton> {
match button {
gilrs::Button::South => Some(GamepadButton::South),
gilrs::Button::East => Some(GamepadButton::East),
gilrs::Button::North => Some(GamepadButton::North),
gilrs::Button::West => Some(GamepadButton::West),
gilrs::Button::C => Some(GamepadButton::C),
gilrs::Button::Z => Some(GamepadButton::Z),
gilrs::Button::LeftTrigger => Some(GamepadButton::LeftTrigger),
gilrs::Button::LeftTrigger2 => Some(GamepadButton::LeftTrigger2),
gilrs::Button::RightTrigger => Some(GamepadButton::RightTrigger),
gilrs::Button::RightTrigger2 => Some(GamepadButton::RightTrigger2),
gilrs::Button::Select => Some(GamepadButton::Select),
gilrs::Button::Start => Some(GamepadButton::Start),
gilrs::Button::Mode => Some(GamepadButton::Mode),
gilrs::Button::LeftThumb => Some(GamepadButton::LeftThumb),
gilrs::Button::RightThumb => Some(GamepadButton::RightThumb),
gilrs::Button::DPadUp => Some(GamepadButton::DPadUp),
gilrs::Button::DPadDown => Some(GamepadButton::DPadDown),
gilrs::Button::DPadLeft => Some(GamepadButton::DPadLeft),
gilrs::Button::DPadRight => Some(GamepadButton::DPadRight),
gilrs::Button::Unknown => None,
}
}

/// Converts a gilrs axis to a bones-native axis
fn convert_axis(axis: gilrs::Axis) -> Option<GamepadAxis> {
match axis {
gilrs::Axis::LeftStickX => Some(GamepadAxis::LeftStickX),
gilrs::Axis::LeftStickY => Some(GamepadAxis::LeftStickY),
gilrs::Axis::LeftZ => Some(GamepadAxis::LeftZ),
gilrs::Axis::RightStickX => Some(GamepadAxis::RightStickX),
gilrs::Axis::RightStickY => Some(GamepadAxis::RightStickY),
gilrs::Axis::RightZ => Some(GamepadAxis::RightZ),
gilrs::Axis::Unknown | gilrs::Axis::DPadX | gilrs::Axis::DPadY => None,
}
}

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