mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
WIP controller support
This commit is contained in:
parent
f294e0e159
commit
acbb159606
|
@ -17,3 +17,4 @@ shipyard = { version = "0.6", features = ["thread_local"] }
|
||||||
nohash-hasher = "0.2.0"
|
nohash-hasher = "0.2.0"
|
||||||
anyhow = "1.0"
|
anyhow = "1.0"
|
||||||
flume = "0.10"
|
flume = "0.10"
|
||||||
|
gilrs = "0.10"
|
||||||
|
|
|
@ -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 glium::glutin::event::{DeviceEvent, VirtualKeyCode, ElementState};
|
||||||
use hashbrown::HashSet;
|
use hashbrown::HashSet;
|
||||||
use nohash_hasher::BuildNoHashHasher;
|
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;
|
use crate::events::InputDeviceEvent;
|
||||||
|
|
||||||
#[derive(Unique, Clone, Copy, Default, Debug)]
|
#[derive(Unique, Clone, Copy, Default, Debug)]
|
||||||
|
@ -23,7 +24,16 @@ pub struct RawInputState {
|
||||||
pub mouse_delta: DVec2
|
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>,
|
device_events: View<InputDeviceEvent>,
|
||||||
mut input_state: UniqueViewMut<RawInputState>,
|
mut input_state: UniqueViewMut<RawInputState>,
|
||||||
) {
|
) {
|
||||||
|
@ -51,26 +61,68 @@ pub fn process_events(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update_input_states (
|
fn process_gilrs_events(
|
||||||
raw_inputs: UniqueView<RawInputState>,
|
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 inputs: UniqueViewMut<Inputs>,
|
||||||
mut prev_inputs: UniqueViewMut<PrevInputs>,
|
mut prev_inputs: UniqueViewMut<PrevInputs>,
|
||||||
) {
|
) {
|
||||||
prev_inputs.0 = *inputs;
|
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::D) as u32 as f32 -
|
||||||
raw_inputs.keyboard_state.contains(&VirtualKeyCode::A) 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::W) as u32 as f32 -
|
||||||
raw_inputs.keyboard_state.contains(&VirtualKeyCode::S) 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.look += raw_inputs.mouse_delta.as_vec2();
|
||||||
inputs.action_a = raw_inputs.button_state[1];
|
inputs.action_a |= raw_inputs.button_state[1];
|
||||||
inputs.action_b = raw_inputs.button_state[3];
|
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 (
|
pub fn init_input (
|
||||||
storages: AllStoragesView
|
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(Inputs::default());
|
||||||
storages.add_unique(PrevInputs::default());
|
storages.add_unique(PrevInputs::default());
|
||||||
storages.add_unique(RawInputState::default());
|
storages.add_unique(RawInputState::default());
|
||||||
|
@ -78,7 +130,11 @@ pub fn init_input (
|
||||||
|
|
||||||
pub fn process_inputs() -> Workload {
|
pub fn process_inputs() -> Workload {
|
||||||
(
|
(
|
||||||
process_events,
|
process_events,
|
||||||
update_input_states
|
process_gilrs_events,
|
||||||
|
input_start,
|
||||||
|
update_input_state,
|
||||||
|
update_input_state_gamepad,
|
||||||
|
input_end,
|
||||||
).into_workload()
|
).into_workload()
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue