WIP controller support

This commit is contained in:
griffi-gh 2023-01-30 04:14:53 +01:00
parent f294e0e159
commit acbb159606
2 changed files with 69 additions and 12 deletions

View file

@ -17,3 +17,4 @@ shipyard = { version = "0.6", features = ["thread_local"] }
nohash-hasher = "0.2.0"
anyhow = "1.0"
flume = "0.10"
gilrs = "0.10"

View file

@ -1,8 +1,9 @@
use glam::{Vec2, DVec2};
use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
use glam::{Vec2, DVec2, vec2};
use glium::glutin::event::{DeviceEvent, VirtualKeyCode, ElementState};
use hashbrown::HashSet;
use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView};
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
use crate::events::InputDeviceEvent;
#[derive(Unique, Clone, Copy, Default, Debug)]
@ -23,7 +24,16 @@ pub struct RawInputState {
pub mouse_delta: DVec2
}
pub fn process_events(
#[derive(Unique)]
pub struct GilrsWrapper(Gilrs);
#[derive(Unique, Default, Clone, Copy)]
pub struct ActiveGamepad(Option<GamepadId>);
//maybe we should manage gamepad state ourselves just like keyboard?
//at least for the sake of consitency
fn process_events(
device_events: View<InputDeviceEvent>,
mut input_state: UniqueViewMut<RawInputState>,
) {
@ -51,26 +61,68 @@ pub fn process_events(
}
}
pub fn update_input_states (
raw_inputs: UniqueView<RawInputState>,
fn process_gilrs_events(
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
mut active_gamepad: UniqueViewMut<ActiveGamepad>
) {
while let Some(Event { id, event: _, time: _ }) = gilrs.0.next_event() {
active_gamepad.0 = Some(id);
}
}
fn input_start(
mut inputs: UniqueViewMut<Inputs>,
mut prev_inputs: UniqueViewMut<PrevInputs>,
) {
prev_inputs.0 = *inputs;
inputs.movement = Vec2::new(
*inputs = Inputs::default();
}
fn update_input_state (
raw_inputs: UniqueView<RawInputState>,
mut inputs: UniqueViewMut<Inputs>,
) {
inputs.movement += Vec2::new(
raw_inputs.keyboard_state.contains(&VirtualKeyCode::D) as u32 as f32 -
raw_inputs.keyboard_state.contains(&VirtualKeyCode::A) as u32 as f32,
raw_inputs.keyboard_state.contains(&VirtualKeyCode::W) as u32 as f32 -
raw_inputs.keyboard_state.contains(&VirtualKeyCode::S) as u32 as f32
).normalize_or_zero();
inputs.look = raw_inputs.mouse_delta.as_vec2();
inputs.action_a = raw_inputs.button_state[1];
inputs.action_b = raw_inputs.button_state[3];
);
inputs.look += raw_inputs.mouse_delta.as_vec2();
inputs.action_a |= raw_inputs.button_state[1];
inputs.action_b |= raw_inputs.button_state[3];
}
fn update_input_state_gamepad (
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
active_gamepad: UniqueView<ActiveGamepad>,
mut inputs: UniqueViewMut<Inputs>,
) {
if let Some(Some(gamepad)) = active_gamepad.0.map(|id| gilrs.0.connected_gamepad(id)) {
let lx = gamepad.axis_data(Axis::LeftStickX).map(|x| x.value()).unwrap_or_default();
let ly = gamepad.axis_data(Axis::LeftStickY).map(|y| y.value()).unwrap_or_default();
let rx = gamepad.axis_data(Axis::RightStickX).map(|x| x.value()).unwrap_or_default();
let ry = gamepad.axis_data(Axis::RightStickY).map(|y| y.value()).unwrap_or_default();
let left_stick = vec2(lx, ly);
let right_stick = vec2(rx, ry);
inputs.movement += left_stick;
inputs.look += right_stick;
inputs.action_a |= gamepad.is_pressed(Button::South);
inputs.action_b |= gamepad.is_pressed(Button::East);
}
}
fn input_end(
mut inputs: UniqueViewMut<Inputs>,
) {
inputs.movement = inputs.movement.normalize_or_zero();
}
pub fn init_input (
storages: AllStoragesView
) {
storages.add_unique_non_send_sync(GilrsWrapper(Gilrs::new().expect("Failed to initialize Gilrs")));
storages.add_unique(ActiveGamepad::default());
storages.add_unique(Inputs::default());
storages.add_unique(PrevInputs::default());
storages.add_unique(RawInputState::default());
@ -78,7 +130,11 @@ pub fn init_input (
pub fn process_inputs() -> Workload {
(
process_events,
update_input_states
process_events,
process_gilrs_events,
input_start,
update_input_state,
update_input_state_gamepad,
input_end,
).into_workload()
}